Large Game Project - BTH
Damned Soul
Trailer
Project Overview
Damned Soul is a rogue-lite game where the main character fights through hell. As the player progresses, they descend lower into the depths of the underworld encountering various enemies.
This project was my first experience working on a large-scale game project. The team consisted of 16 members consisting of 5 Technical Artists, 5 Civil Engineers and 6 Programmers
Due to the lack of a team of graphical artists, animators and level designers, us Technical Artists had to take on those additional responsibilities.
My responsibilities included creating concept art, 3D assets, textures and animations for the game. My main focus was on the creation of the skeleton character from concept to final implementation in the engine, but I also contributed to the creation of other characters and assets in the game.
This project had a hard budget cap of only 512MB of GPU memory and 2GB of storage space.
My Contributions
Skeleton Character
Concept Art
Concept art was created early in the development process to visualize the skeleton enemy and the games overall design.
Concept of the skeleton enemy
Sculpting
Blender was used to create the initial high-polygon model of the skeleton enemy.
Sculpt of the skeleton enemy
Retopology
After the high-polygon model was created, retopology was performed to create a low-polygon version suitable for real-time rendering. The total polygon count was reduced from 5 million down to 10 thousand.
The retopology process also took into account the needs for proper deformation and weight painting.
Retopology of the skeleton enemy
Texturing
Textures for albedo, normal and emission were created using blender.
Texturing of the skeleton enemy
Rigging
After the model was complete, rigging was performed to allow for animation control.
Rigging of the skeleton enemy
Animations
Animations were created for the skeleton enemy to bring it to life in the game.
Idle animation of the skeleton enemy
Walk animation of the skeleton enemy
Attack animation of the skeleton enemy
Take Damage animation of the skeleton enemy
Death animation of the skeleton enemy
Key Learnings
With this being my first larger project, I learned about the planning and execution of a complex 3D modeling pipeline. I also learned the fundementals of working with other developers to achieve a common goal while maintaining good communication and collaboration. This project also taught me about how to maintain a budget of memory through the use of techniques such as retopology and texture optimization.