Website powered by

Tankards Retreat - Mobile Game Environment (MA-Module 1)

Here is a project breakdown for my first module of my MA game art course at Escape Studios. Within the timeframe of 6 weeks, the brief was to create a top down environment level that is optimised and can run smoothly on a mobile target platform using 1k textures and a polycount of 300,000 tri limit. My project focussed on a medieval tavern interior and a storage room that the player could explore and visualize the level through the use of blueprints and functionality. Every asset is low poly, modelled and UVed in Maya with no high to low poly baking. The project heavily incorporated the use of modularity, which played a pivotal role in decision making/set dressing of the level. Thanks for viewing.

Main Render

Main Render

Video - Character Walkthrough

Entrance section render

Entrance section render

Interior renders

Interior renders

Basement and storage section renders

Basement and storage section renders

Props Showcase

Props Showcase

Lighting and Detailed lighting renders in Unreal Engine.

Lighting and Detailed lighting renders in Unreal Engine.

Greyboxing and block-out stage.

Greyboxing and block-out stage.

Props designed from research and moodboards, to fit in a Medieval tavern setting.

Props designed from research and moodboards, to fit in a Medieval tavern setting.

Topology and technical considerations when modelling individual assets.

Topology and technical considerations when modelling individual assets.

Packed assets in the 0.1 space. Saved time, memory and allocating textures in Unreal Engine.

Packed assets in the 0.1 space. Saved time, memory and allocating textures in Unreal Engine.

Texturing process.

Texturing process.

Master material setup in Unreal Engine.

Master material setup in Unreal Engine.

Torch, candlelight materials that were created using Niagara and material setups in Unreal Engine.

Torch, candlelight materials that were created using Niagara and material setups in Unreal Engine.

Multiple decals were created using Photoshop: Drink stains, dirt, grunge, wear etc.

Multiple decals were created using Photoshop: Drink stains, dirt, grunge, wear etc.

Assets and modular kit, assembled in Unreal Engine.

Assets and modular kit, assembled in Unreal Engine.

Contained lighting and passes

Contained lighting and passes

Door blueprint that functions immediately upon interaction at the entrance of the tavern.

Door blueprint that functions immediately upon interaction at the entrance of the tavern.

Cutting it close. Overall Polycount limit was met for the project brief.

Cutting it close. Overall Polycount limit was met for the project brief.