Spooky Woods!

Spooky Woods!

Spooky Woods is a game created in Unity with a team of 4 artists (Noor Bondogji (Design and Planning - Lead Designer), Jonathon Hsu (Concept Development - Project Producer), Vanessa Blacow-Berggren, and Giovanny (Unity Real-Time Environment - Lead Unity Developers). over the course span of 2 months. This is a walkthrough the forest where the player discovers that they’re not alone. In this game, there may be pop ups that come your way!

Make it stand out.

 

Date.

April - May 2021

Role.

As a Design - Planning - Lead Designer, I designed assets in Blender such as the trees and the truck. Photogrammetry was also used to make the boulder rock assets throughout the game.

Each asset takes about a week to a days worth of creation.

Deliverable.

The game was built through Unity, and the assets were built through Blender, and Trinio for Photogrammetry.

The Process.

The list below shows the process of how Spooky Woods came about, how my team and I split the tasks, and communicated through out the 2 months of work.

  • Cabin.

    The cabin was built in Blender as an add on asset to help complete the look of an eerie forest.

    The cabin took me a day to assemble.

  • Truck.

    The truck is built through Blender with rigging to help with building around the truck.

    This took me 5 hours to create and rig.

  • Landscape.

    The landscape was built through Blender with dirt and grass textures, along with building 3D grass to put on top.

    The landscape took me 2 days to create.

  • Rendering.

    This is the realistic result of the final scene of Spooky Woods.

    The rendering took me 7 hours due to resolution being 4K.

  • Spooky Woods Intro.

    This is the final result of the game. This right here is the intro scene to the game.

    It took me 2 hours to create in Photoshop.

 

"It should be the experience, that is touching. What I strive for is to make the person playing the game the director."

— - Shigeru Miyamoto

 
Screen Shot 2021-08-25 at 4.07.06 PM.png

Challenge.

For me, creating a flashlight for the game was a challenge due to its high volume of faces it was hard to edit, and create without Blender slowing down or crashing all the time. I used an app called Trinio to help with scanning the flashlight, and imported it to Blender. It wasn’t successful due to not being able to scan all around the flashlight with out an object underneath.

 
Screen Shot 2021-08-25 at 4.12.47 PM.png

Solution.

Discussing the issue I had with my team, we decided that not having a flashlight would be the best option due to deadline and efficiency. We opted to not add the flashlight and to keep the game as a first person perspective to add more spooky-ness to the walkthrough.

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