Although this project didn’t make it even to the alpha, it was fun to work on so I couldn’t scrape it. Crafted during the Advjam 23 as an operating base for point&click adventure, inspired by the Skyward Sword’s world map travel system. I took some shortcuts to maintain the tri count as small as possible. Mapping was not expensive for the engine so I tried to detail through mapping and used similar lighting in-game to emphasize those details. Clouds, fog spheres and brick displacements were procedurally generated in Blender, which also was a fantastic experience for me to experiment with both shader nodes and the geometry nodes (check my Behance post for the production process). I wish I had more time to make animation libraries for the birdies, instead of just using the static poses because they’re already rigged with a simplified control rig.
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