Scream Jam Week 1

 The creation of the Pendal witch horror game

The Game

The team established the look and feel of the game, it is going to be set in a modern village, somewhere lost in the woods, with a thick mist surrounding the town. A group of cultists is trying to summon a pedal witch, and the player is hunted by a rope ghost.


The Work

We started the scream Jam and everyone jumped in on their own task.

I asked Nathan to make a model list so that I know what 3D models I have to make and how to approach my task.

I started working on player mechanical models:

  • Hatched Handle
  • Lantern
  • Double Barrel Shotgun

My plan is to manage to get all these 3 models done in one week.

The Stick

I started working on the Handle, known as The Stick.

I want to create a short handle stick with nails and make it look menacing but not too strong, the weapon has to be used to keep the enemies away from the player and inflict some sort of damage.

I started modeling the weapon and I created the base shape for it, then I wrapped the model with leather strips.

I add more details to the handle, adjusted the model, add some nails to make it look more impactful.


Then I adjusted the model to the correct size, worked on the UV maps, made sure to create a correct High poly model and then I exported the model in FBX format.

These are the UV maps, I spent a lot of time adjusting them to make sure the model was clean for the baking process.

Then I proceeded to bake and texture the model in substance 3D painter and made sure to give the weapon a strong texture and make it result more suitable for the game feeling and theme.


The Stick Textured

Then I made sure to ask the group leader if he was happy with the model. and then I sent him the model and texture so that it can be incorporated into the game.

The Stick in the game


The Lantern 

This is the principal form of light for the player, a guiding light in the mist, it plays an important role in the game, and I really want to make a solid lantern model.

Tom made a blueprint for the lantern

I started working on the 3D model of the Lantern.

I created a separate glass component with a glass material so that I can make the glass later on.


The next step will be to UV map them and keep the glass separated from the main body. UV mapping took most of my time but I had to make sure it was all sorted out and ready for the texture.

Then I went into substance painting and made some simple textures for the Lantern.


I still need to sort out the glass and emissive material for the lantern.

I watched some tutorial to make the lantern glass transparent and I made sure to maintain the amber colour effect.


Creating weapons fitting for a specific task is not simple, I spent a lot of time discussing ideas themes, and atmosphere with my team, The current group leader Nathan wanted to keep the game simple with modern aesthetics, so I'm limited to objects and items that can fit a modern abandoned village, with semi-realistic functionality. Both the Stick and Lantern have requested projects that the team asked me to create. I did create simple moodboards to forward to my team for feedback. 

The stick is as simple weapon, it evolved from the hatched handle idea to a spiked mace-like club, 

The lantern model is pretty simple and it job is to provide a light source for the Player.


The game is evolving and I getting ready.

Adam made some music for when the witch is chasing the player, he also created some sound effects for the witch.

Gameplay 1


Gameplay 2


Tim created a map for the level.

Map 1


Icons

Map 2

Josh created the block out for the level, and Nat drew the sketches for a visual representation of the level.










Comments

Popular posts from this blog

Video Showcase for Rare

The Art of Alice Madness Returns

Environment and Modular Building