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Neo Tokyo: Echoes of Resilience - Group Project - Breakdown

Module 4 at Escape Studios involved a group project to be carried out over the course of 12 weeks. The brief was to create a playable environment based on Akira and the Ghost in the Shell anime. We took inspiration from the Stray game and the concept of retro-futurism.
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I was lead prop artist for this project with the priority tasks of creating a variety of props that would populate the environment. I assisted with set dressing for specific sections of the environment, contributing to level design blockout and research.
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These areas involved the alleyway, conveniece store, Izakaya, laundromat and the second level. I produced a comprehensive guide that outlined a visual style and project pipeline that the team could follow for art style/consistency: Texel density, high and low poly modelling, software pipelines, UV unwrapping guides.

Unreal Engine - Environment video

Props made by me: Electric signs, doors, billboards, bins, waste, chairs, industrial barrels, lights, market props, and japanese culture props (Masks, lucky cat)

Props made by me: Electric signs, doors, billboards, bins, waste, chairs, industrial barrels, lights, market props, and japanese culture props (Masks, lucky cat)

Unused assets created by me that didn't make it into the environment.

Unused assets created by me that didn't make it into the environment.

Set dressed areas - I contributed towards set dressing specific sections of the environment such as: Izakaya, laundromat, market area, alleyway, apartment blocks, karaoke bar.

Set dressed areas - I contributed towards set dressing specific sections of the environment such as: Izakaya, laundromat, market area, alleyway, apartment blocks, karaoke bar.

Set dressed props such as: tables, chairs, barrels, graffiti and static lights for the environment.

Set dressed props such as: tables, chairs, barrels, graffiti and static lights for the environment.

Litter and waste placement were set dressed using the Unreal engine tools.

Litter and waste placement were set dressed using the Unreal engine tools.

Set dressed pipe placement, doors, racks, boxes and set up lighting on the staircase.

Set dressed pipe placement, doors, racks, boxes and set up lighting on the staircase.

Some examples of high poly sculpting, topology, UV unwraps and final renditions of some of my more prioritised assets for the project. Lucky cat, oni and cat masks.

Some examples of high poly sculpting, topology, UV unwraps and final renditions of some of my more prioritised assets for the project. Lucky cat, oni and cat masks.

Japanese kitsune and cat masks

Japanese kitsune and cat masks

Bench, shelves and corkboard.

Bench, shelves and corkboard.

Convenience store, karaoke and arrow signs. Used Colour IDs to help with setting up the emissive lighting in both Unreal Engine and in Substance 3D Painter.

Convenience store, karaoke and arrow signs. Used Colour IDs to help with setting up the emissive lighting in both Unreal Engine and in Substance 3D Painter.

''Sale'' Japanese translated signage

''Sale'' Japanese translated signage

Open and translated billboard signs

Open and translated billboard signs

The majority of props were textured using 1k textures and setup in this format. Some assets were reduced to 512 map resolution to double down on performance and optimisation goals

The majority of props were textured using 1k textures and setup in this format. Some assets were reduced to 512 map resolution to double down on performance and optimisation goals

Optimising assets and reducing polycount where necessary, whilst making sure that the topology isn't overly reduced. Majority of the props that were created for the project went through many checks to ensure they were optimised and useable in Engine.

Optimising assets and reducing polycount where necessary, whilst making sure that the topology isn't overly reduced. Majority of the props that were created for the project went through many checks to ensure they were optimised and useable in Engine.

Examples of packed assets and keeping the UVs consistant.

Examples of packed assets and keeping the UVs consistant.

Using the UE mannequin to check appropriate scale and proportions of small, medium and large assets.

Using the UE mannequin to check appropriate scale and proportions of small, medium and large assets.

Greybox created in Maya for level design layout and structure. This isn't the finalised blockout but my pitched idea. This helped my team to devise a plan for asset placement, structural design and story telling.

Greybox created in Maya for level design layout and structure. This isn't the finalised blockout but my pitched idea. This helped my team to devise a plan for asset placement, structural design and story telling.

I play tested individual environments that my team and myself created, offered my opinions and advice on the development process. This also gave an insight into project scope, size and scale and as well as thinking about ways to optimise the environment.

I play tested individual environments that my team and myself created, offered my opinions and advice on the development process. This also gave an insight into project scope, size and scale and as well as thinking about ways to optimise the environment.

Blockout tests and changes from feedback.

Blockout tests and changes from feedback.

Considerations and conclusion of the blockout phase.

Considerations and conclusion of the blockout phase.

Finalised blockout

Finalised blockout

Environment layout

Environment layout

This a slice of the prop benchmark guide that I created for my teammates to strictly follow throughout the project duration.

This a slice of the prop benchmark guide that I created for my teammates to strictly follow throughout the project duration.

I created some holographic shaders and materials that were useful in aiding some of the environments shader node creations. The exposed parameters offered many advantages for the city's background ads and neon emissions.

I created some holographic shaders and materials that were useful in aiding some of the environments shader node creations. The exposed parameters offered many advantages for the city's background ads and neon emissions.

An example of the holographic shaders that were created in Unreal Engine.

An example of the holographic shaders that were created in Unreal Engine.

Holographic text/shader

Holographic text/shader

Examples of cut assets created by me and used to originally support smart material creation, labelling folders and what type of material values to use when creating plastic, metallic or ceramic props.

Examples of cut assets created by me and used to originally support smart material creation, labelling folders and what type of material values to use when creating plastic, metallic or ceramic props.