

Solo Project
Glasgow School of Art, Modular Project
Year
2019


"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
Genre: Diorama
Engine: Unity
Development Period: September 2019 - October 2019
Platform: PC
Documentation
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
Game Design
Information coming soon.
Art Direction
Information coming soon.
Unity Implementation
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.
Visual Development
-
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.
Environmental Design
-
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.
Game Development
-
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.
















