My works for Mr. Pumpkin's Potionary
MPP is a single player VR game that is aimed at a wide range of audiences. Through the family friendly theme and artstyle, we ease people who are new to VR into the game with easy to understand mechanics, and introduce them to its potential at the same time. (gravity warping to create optical illusion).
Style Researching - Character Concept
My works during the Blue Sky phase.
First, I visualized the level to keep the whole team on the same page after long sessions of brain storming and hyping them up for the brand new project! :)
Then, I designed the two opposing teams' symbols, based on the medieval sun and moon. I struggled with creating with a moon symbol that has its own flavour but still resembles the sun.
As it was intended to be an multiplayer LBVR, the character designs are one of the key art player experience. Thus, I combine the style exploration with designing the playable character.
Final playable character concept (left) and screen capture showing off the hand asset done by my amazing friend Noel Chengalath (right).
Early explorations in chronoloigal order. From my favourite style, I tried out different ideas for the character.
In-depth variations to flesh out the character.
PROP CONCEPTS - PREPRODUCTION
My focus was experimenting and setting up a solid style guide for the project through design the key props.
Of course, cauldron was the first prop to be realized! It is the hero piece carrying the game spirit.
Then, I worked on the ingredient prepping stations to demonstrate the general look and sizes for the programmers coding the main mechanics.
The next assets I tackled were the ingredients. My favourite pieces from this project! The art style and shape languages are determined after designing Pygmy Root: squary and chubby. Dragon Sage is created to be cohesive with Pygmy Root while still highly distinctable.
My favourite pieces from this project! The art style and shape languages are determined after designing Pygmy Root: squary and chubby. Dragon Sage is created to be cohesive with Pygmy Root while still highly distinctable.
ASSET CONCEPTS - PRODUCTION
My focus was creating props and UI layout following the style guide for a consistant end product.
I settled with a simple design to bring the focus to the symbol and to make it readable as the Recipe Book will be constantly animated in game.
The idea of the "Wood Storage" is harvesting the wood from a forever growing tree.
Other props. As I already has a clear view of how I want these props to look like, there're little variations for these props, mostly just to nitpicking its detail.
3D ASSETS - SCENE
I created a set of procedural materials and used it to set up a smart material in Substance Painter. This pipeline helps pushing the texturing process for 3D assets from taking hours to a matter of seconds. On top of that, the assets now have a sculpted feel to them, making them higher quality just by dragging and dropping the material on top.
I was also responsible for dressing and lighting the scene.