In the last semester, me and 5 other students were tasked with making a short game within a span of 11 weeks. We created Fractured Horizon, a fast-paced 3D platforming game, where the player uses Gravity Fields to navigate through a shattered world.
Besides overall art tasks my main responsibilities were related to level decoration and technical art. There was a lot of things I've learnt during this project, so many, that I decided to create blog posts with detailed breakdowns: one about the general workflow (https://www.artstation.com/blogs/miszla/BddWj/a-student-game-postmortem-part-i-the-workflow), and one about specific tech art tasks I was assigned with (https://www.artstation.com/blogs/miszla/LzzlA/a-student-game-postmortem-part-ii-the-tech-art).
You can play the game on itch.io https://miszla.itch.io/fractured-horizon and steam https://store.steampowered.com/app/2704280/Fractured_Horizon/ !
Besides me, there were 5 other people responsible for this project. Amber Pérard, Rune van der Lei and Simon Schaep on the programming and design side, and Lara D'adda and Hugo Colauto on the art side. Please check out their breakdown posts as well!
https://www.artstation.com/artwork/49O4W2 https://www.artstation.com/artwork/49LVq2
Level decoration progress: blockout -> level deco with blocked out meshes -> final models
Process of creating an island - top surface textures are automatically assigned based on normals and are scale-independent
Height blend vertex painting shader with an RGB mask on top
Outline Post Process Material - with thickness modulation & depth and height fade out
Atmospheric Fog Post Process Material
Gradient Material Function - with detail texture and height blending
Clouds Shader