RetroFPS
Posted: 04 Jul 2022, 10:44
Hey
So, I wanted to share a gamejam project I took part in at Unity. I am one of the people laid off there so guess now is a good time to start flexing some potfolio stuff a bit :P
The idea was basically to take the assets from the past and render it with the tech of today. NPC's are eight directional sprites, textures are unfiltered and the environments are intentionally simple. However, all materials are PBR, everything is normalmapped, lighting is realtime and volumetrics add to the atmosphere.
The tileset was modelled and unwrapped in Blender using a single hotspot material which worked out better than hoped for.
This is certainly a project I would love to develop further at some point
Credits;
Environment art/Level design/Lighting etc; Janus Kirk Kirkegaard (https://www.artstation.com/januskirk, https://www.linkedin.com/in/janus-kirkegaard-4754384/)
Characters; Anton Kozlov (https://www.linkedin.com/in/anton-kozlov-a97b1b5/)
Animation; Jais Bredsted (https://www.linkedin.com/in/jaisemand/)
Technical art/Programming; Julien Heijmans (https://www.linkedin.com/in/julienheijmans/)
VFX; Bruno Gagne (https://www.linkedin.com/in/bruno-gagn%C3%A9-b9505418/)
Programming; Andy Touch (https://www.linkedin.com/in/andy-touch-63458b2a/)
Programming; Peter Andreasen (https://www.linkedin.com/in/peter-andreasen-32b59b1/)
So, I wanted to share a gamejam project I took part in at Unity. I am one of the people laid off there so guess now is a good time to start flexing some potfolio stuff a bit :P
The idea was basically to take the assets from the past and render it with the tech of today. NPC's are eight directional sprites, textures are unfiltered and the environments are intentionally simple. However, all materials are PBR, everything is normalmapped, lighting is realtime and volumetrics add to the atmosphere.
The tileset was modelled and unwrapped in Blender using a single hotspot material which worked out better than hoped for.
This is certainly a project I would love to develop further at some point
Credits;
Environment art/Level design/Lighting etc; Janus Kirk Kirkegaard (https://www.artstation.com/januskirk, https://www.linkedin.com/in/janus-kirkegaard-4754384/)
Characters; Anton Kozlov (https://www.linkedin.com/in/anton-kozlov-a97b1b5/)
Animation; Jais Bredsted (https://www.linkedin.com/in/jaisemand/)
Technical art/Programming; Julien Heijmans (https://www.linkedin.com/in/julienheijmans/)
VFX; Bruno Gagne (https://www.linkedin.com/in/bruno-gagn%C3%A9-b9505418/)
Programming; Andy Touch (https://www.linkedin.com/in/andy-touch-63458b2a/)
Programming; Peter Andreasen (https://www.linkedin.com/in/peter-andreasen-32b59b1/)