Glasgow School of Art, Modular Project
"Downtown Lullaby" is a drizzly, dreamy diorama environment of a stylised cyberpunk downtown. Created during my second year at the Glasgow School of Art, this was a project that included sculpting stylised, tileable textures in ZBrush and baking out the normal maps to produce a lower-poly, modular environment. For this project, I also produced a series of shaders in Unity, including a Triplanar shader used in the sky, a shader that sways clothes on a clothes line and a water shader that creates streams down the roadsides. I developed the concept over six weeks, including research, documentation, concept art and Unity implementation
Development Period: September 2019 - October 2019
The project was developed over the course of six weeks in conjunction other projects. The goal of the project was to create a series of modular assets for a scene, utilising self-sculpted textures and custom shaders in Unity
Information coming soon.
Information coming soon.
The Unity aspect of this project focused on creating a range of shaders complimentary to the aesthetic of the scene.
Role and Responsibilities:
Project Management and Documentation
Designing a project to the scale of a six week solo endeavour.
Regularly liaising with lecturing staff on the projects goals and development.
Regularly documenting the process of design and creation through the use of personal journals, work in progress images and photo/video recording.
Conducting research into the environmental concept art and the environmental design of Japanese architectural styles and representations.
Creating mood boards of inspiration, including collecting image references, texture studies and creating palettes.
Creating concept art and sketches from references collected, considering composition, layout, lighting and colour theory.
Considering elements of world building and environmental storytelling and incorporating this into visual development.
Creating a series of modular 3D assets, developed from the moodboard references and concept art.
Modelled assets, created base meshes and object UVW's in 3DSMax.
Sculpted stylised tiletable texture sets using ZBrush, including albedo, normal maps, specular and metallic maps.
Textures designed and finalised in Adobe Photoshop.
Scene developed using Unity's Standard Render Pipeline.
Designed and executed atmospheric baked scene lighting.
Created a series of shaders using Unity's Shader Graph system, including water simulation, triplanar textures and wind/breeze simulation.