Eternal Blue
Project Name:
Beginning in early 2020, I embarked on a ridiculous quest: Make a AA Mirror's Edge inspired game all by myself. What could possibly go wrong? Well, seeing as that was a year before I set foot into the industry...I believe the question answers itself. Regardless, due to my exponential growth as a developer, the task doesn't feel quite as impossible anymore. Probably still is, but I'm going to try anyway. Development of the game has been slow because jobs and well, life. But things are starting to take shape and I tend to update via devlogs such as the one above. There's also a playable demo on itch.io: https://nonafox.itch.io/eternal-blue
Anyway, here's a rundown of the weight on my shoulders with this one.
Responsibilities:
Programming all of the game's core mechanics, from Parkour to Combat, Interaction, Menus, Quests, etc.
Create the Level Design and Environment Art for an entire 2x2 km city in Unreal Engine.
Greyboxing environments...still have a lot of modular pieces and props to work on.
Art and Lighting passes (at some point).
Art Assets (Prop Modeling, PBR Textures, Modular Building Kits, Characters (via CC4), Clothing and Accessories (Blender), optimization (triangle reduction, texture atlases, trim sheets, HLODs, etc.)
Creating Music to bring the world to life.
Crafting a Compelling Narrative and somehow implementing it at some point. That part is going to take more than just me.
Role: Game Designer, Programmer, Level Design and Environment Art, Music, Narrative, etc.
Engine: Unreal Engine 5
Clothing and Accessories:
To start off, here are some clothing accessories I created for the game's protagonist, Ara. All of these were modeled in Blender and textured in Substance Painter.
Props and Kits:
These are some of the props and kits I've created so far. The HVAC units are UV'd to a single trim atlas. What's shown here are just a few of the 20+ that I still need to finish. Additionally, here are some kits for skyways, catwalks, stairs, and rails.
Modular Building Kit:
Here are some of my modular building kits. I've only started working on these relatively recently so there is still quite a bit of work to do but they're coming together well enough.
Overworld Blockout:
While I'm still fairly early in the process of blocking out a 2x2km city, what I have is coming along quite nicely. For the moment I'm concerning myself more with the flow and movement through the map, not only with the parkour but with verticality and visual composition as well. For this reason there are still many places with little to no decorations, as they're not really necessary yet.
UI Concepts:
Another aspect I'm currently working on is the user interface. These are a few concepts of the inventory (with different theme variations), the mission tab, and an early system settings concept.