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The city of Karnak
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The city of Karnak

New3dge challenged us to create a playable game demo on unreal engine 5.1. We had 5 months from January to May 2023 to do it.

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◈ KARNAK


It is a solo Third person of action-adventure, inspired by Ancient Egyptian. The player incarnated Haytem, an explorer guided by a mysterious woman to free the cursed city.

"The sinking Fire of Death has reached the soul of this place.
You must cleanse this evil, slay the Forsaken king and save us all.
I see that you are ready."

New3dge challenged us to create a playable game demo on unreal engine 5.1. We had 5 months from January to May 2023 to do it.

Character artists : Jean-Jacques Dumas and Moheb Naghib
Creature artists : Ludivine Bellot, Armande Lecointre (+ Tech chara) and Maxime Leroy
Environment artistsVincent d'Andrea, Estelle Panel and Benjamin Kretschmann
Tech and Fx artist : Léo Zhang
Concept artists : Jérôme Bianchi, Céline CariouRégin Wellander, Noel Martins and Anne Fichet

Voice actors : Mark Kaczmarek (Haythem) and Angela Leblanc (Sefshet)
Music by Anthony Damario and sound effect by Fabien Crousillac

◈ The Bridge 

To create the temple bridge, we adapted the initial concept into playable level design, with player, NPCs and combat zones. This environment has been heavily influenced by ancient Egypt design and the Moroccan town of Ouarzazate. Our objectif was to create a fantastic temple but credible, close to being submerged by the sandstorm. The lighting has been thought to give the illusion of being at the heart of the storm. A calm zone at first glance, where the player will have to fight for his life.

Our main challenge  was the size of the environment and the short time we had to recreate it. To be efficient we worked with procedural shader to quickly texturing directly in unreal and a library of materials, including trimsheets. We have been perpetually looking for balance between aesthetic quality and performance requirements for real-time, like texel density, small polycount, retopology or lighting complexity. 


Environment by Vincent d'Andrea and Estelle Panel 
Lighting and shader by Estelle Panel
Tech and Fx by Leo Zhang.
Based on the concept of Jérôme Bianchi.

◈ The Boss Room

For my part in this project i was in charge to create a bossroom; during all my studies i have create different optimized workflow, so i have decided to change my worflow and work with nanite and lumen on this one.

The most part of the environment was created with trimsheet and trimmesh in zbrush / designer and Painter. My real challenge here was the lighting, combine a realistic and magic world. I Hope you will enjoy it.

Environment by Benjamin Kretschmann
Tech and Fx by Leo Zhang.
Based on the concept of Regin Wellander and Noel Martins

◈ BreakDown FX - Environments

The player can also contemplate the environment, which is filled with fx. These effects bring the environment to life and make the game even more impressive and realist.

Tech and Fx by Leo Zhang.

◈ Haythem

A marksman, adored by his locals, is in a quest to reclaim and cleanse the City of Karnak lost to a very ancient King

Character by Jean-Jacques Dumas.
Tech and Fx by Leo Zhang and Tech chara by Armande Lecointre
Based on the concept of Anne Fichet.

◈ Sefshet

Seshfet is the sacred scribe, Thoth's messenger, the keeper of books, and the goddess of the written word and libraries. Where Thoth created the written word, Seshfet gave it to mortals. Haytem needs her to read what the gods inted for him to accomplish at Karnak.

Character by Moheb Naguib.
Tech and Fx by Leo Zhang and Tech chara by Armande Lecointre.
Based on the concept of Anne Fichet.

◈ The Forsaken King

The abandoned King is the head of the temple, the Fire of Death. Aggressive and powerful, he attacks with his septre and black magic invocations.

For the optimisation, we choiced to use the skeleton of Raphael Grassetti at a base mesh. Armande Lecointre realised the topology and Uvs of the skeleton. Ludivine Bellot make smarts materials for the differences skeletons, to ensure consistency in texture rendering.

Character by Ludivine Bellot.
Tech and Fx by Leo Zhang and Tech chara by Armande Lecointre.
Based on the concept of Regin Wellander.

◈ Sister of Dust

The sister of Dust is a Lieutenant in the Forsaken King's army. Fierce and smart, she once rode giant sand worms to protect the Temple of Karnak.

In order to optimise time and ressources for the skeletal characters, we used a skeleton base mesh by Raphael Grassetti. Armande Lecointre made the topology and the UVs, so that all the characters and skeleton in the environment use the same textures done by Ludivine Bellot.

Tech Chara and Character by Armande Lecointre,
Texturing in collaboration with Ludivine Bellot.
Tech and Fx by Leo Zhang
Based on the concept of Regin Wellander.

◈  The Unbalmed

The Unbalmed are the main soldiers for the Forsaken King's army. They can be called back from the death to surround the ennemy, and maintain the integrity of the Temple Of Karnak.

To be fully optimised, we used a skeleton base mesh by Raphael Grassetti. Armande Lecointre made the topology and the UV's, and all the skeleton in the environment used the same textures done by Ludivine Bellot. Some animations were done by Maxime Leroy with a Motion Capture system.

Characters by Maxime Leroy.
Tech and Fx by Leo Zhang and Tech chara by Armande Lecointre.
Based on the concept of Regin Wellander.

◈ BreakDown FX - Characters

First of all, I wanted to practice realistic FX. Character FX bring the gameplay more dynamic and more scintillating. So player can have a visual detection for all the attack.

Tech and Fx by Leo Zhang.

◈ BreakDown Tech

For the technical part, all blueprint are modular and can be change anytime. For example, we made a modular spawn which can be change compared to what we want.

Tech Leo Zhang.

◈ Thanks to  

Arnaud Szobad, Adrien Lemoine, Adrien Simon, Mike-Amir El Frangi, Sophie Deschamps, Nicolas Rajohnson, Yannick Gombart, Charline Paul, Damien Brisson, Anthony Carmona and Deschamps Guillaume. 

And a special thanks to Mickael Floury, our supervisor on this project.

Without their advices, our project would be different.


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