Living Steel

08/04/2024

Living Steel is a horror project we made as a group of 7 and I was responsible for the second part of the environment. I was in a huge horror mood at that time and, in my knowledge, there were no horror game that was made at school. So I thought it would be cool to have something really horrific for the first time and people of the group were totally down with that idea. In the end, the project is not as horrific and morbid as I imagined but it's still a cool one !

We aimed for a simpler workflow with only mid poly assets and textures done in painter except for the bigger assets to respect the texel density. We always matched the texel density between us so the game stays visually coherent and the mid poly was easier and more efficient for us as we could work quickly since we had only 3 months from concept to package.

I had a lot of fun making these props and my environment. It was more of a no-brain project but we still put our hearts in it and was pretty intense for a 3 months project. You'll see all of the props I made for this project. It was pretty tedious because we weren't allowed to put real life brands. So, to avoid any copyright infringement, I modified all the logos with, sometimes little jokes, sometimes just removing or changing a letter but trying to keep some coherence so it still looks like a real life brand. If you implement brands in video games, especially fakes one, to me it's really important to have something good visually so it looks like a real brand and not something quickly made on Photoshop which can really put you out of the game.

I also worked on different parts of the game like the shots for the cinematic at the end of it and I also kinda "directed" the mocap session. I had a clear vision in my head of how the cinematic could look and how the characters would move.

In the end, like the Metal Gear Project, I knew I could have done better but that's all I could make in 3 months at that time. I'm still pretty happy with what we have.



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