Hi there! I just wanted to share with you guys the work I’ve done for Spiritwalk’s debut title Shardbound using Unreal Engine.
Sinners Mire
http://cremuss.net/3d/shardbound/SinnersMire_Dolly.gif
This is “Sinners Mire”, my very first work at SpiritWalk and the very first map I did for Shardbound. I started on October 1st 2016 so it’s been almost a year already Nothing but good times.
http://cremuss.net/3d/shardbound/SinnersMire_1.jpg
Initial Concept Art for Sinners Mire by SIMON KOPP is dope. It was more like a mood board than something to precisely duplicate. We knew for instance that, among other things, blockers would have another look and the playfield (the tile arrangement) was not the definitive one. Player 2’s view, among other things, was also something to experiment with.
http://cremuss.net/3d/shardbound/simon-kopp-spiritwalk-swamp.jpg
I remember first starting to play with the look of the fractured tiles and to experiment with muddy waters. Slowly more and more of the concept art’s key elements were built until we had a first rough impression of what the map would look like both from player 1 and 2 cameras. At this point, concept artists stepped in and drew paintovers to bring me a more precise direction (and new cool stuff were brought in like the Temple)
http://cremuss.net/3d/shardbound/SinnersMire_2.jpg
I didn’t know much about Unreal Engine at the time so a lot of stuff was poorly optimized at first and was later reworked and drastically improved by good team-mate and senior tech artist Ira Goeddel
http://cremuss.net/3d/shardbound/SinnersMire_3.jpg
Overall the process didn’t take too long. We wanted to get it in game asap so the background was left empty and filled with particles in-game until a matte-painting or 3D background is added.
http://cremuss.net/3d/shardbound/SinnersMire_4.jpg
http://cremuss.net/3d/shardbound/SinnersMire_5.jpg
http://cremuss.net/3d/shardbound/SinnersMire_6.jpg
http://cremuss.net/3d/shardbound/SinnersMire_7.jpg
Why I love Unreal Engine… The tech stuff is just too good with UE. Vines were added using splines and I used material’s world position offset to procedurally hang the moss in a random fashion. Water droplets and ripples were also added.
http://cremuss.net/3d/shardbound/SinnersMire_Tech_2.gif
http://cremuss.net/3d/shardbound/SinnersMire_Tech_2.gif
We spent a bit of time experimenting with the circuity looking structures we call “Chromite”. Main challenge was to make it readable and to look like there’s still active glowing chromite emitting light from inside the structures
http://cremuss.net/3d/shardbound/SinnersMire_Tech_1.gif
Love working in Unreal Engine… adding fake caustics, fake ray lights in water, water ripples, moss on water surface with vertex painting, vertex animation on foliage, you name it.
http://cremuss.net/3d/shardbound/SinnersMire_Tech_4.gif
Thanks to Art Director Josh Nadelberg for the great support and help through this process and to Senior Tech Artist Ira Goeddel for dealing with my poor UE knowledge at the time and overall lack of optimization. He drastically improved the lighting since then as well as many other things, so download Shardbound and check all that in-game