Cecelia

Cecelia is a game that was developed by a team of 15 people. It is a single-player adventure game, focused on creating a bond with a mystical create when you find yourself on an island.

Lighthouse

One of the key locations for the game is the lighthouse. We decided to make something that is very readable from far away. Our goal was to make a kit that would allow the level designer to customize it to the sub-level inside the lighthouse.

I started off by creating some modular pieces that would use a tillable material. The reasoning was to optimize assets that wouldn’t hinder the performance of the game, as we were already working under tight constraints. This approach was successful for us, but did turn out to be slightly lacking in variance.

My approach was to create a tiling texture that would portray the idea of the rock's primary and secondary forms. I later used these two bases and adjusted them using the Master Material in the engine which would allow me to change the color tint of the textures, add a detail normal, and make them tri-planar. This solved our issue with texture variance. The other issue was how the procedurally generated meshes were heavy on performance. In the future I’d opt for Creating a modular kit and use RGB masks to create that variation.

Another key area of the game was the jumping puzzle and the starting area of the game. We wanted to go for an aesthetic of the Irish north countryside, which houses the basalt columns. When we modeled the columns and placed them throughout the level, we faced a problem with them having no variance. I was tasked with creating textures that would accommodate the environment, help justify the shift in color, and to create visual interest

Basalt Columns

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