[WIP] Coût de Couture - Final Year Game Demo @ UH

Undergraduate Final Year Game Demo @ University of Hertfordshire

The fantasy fashion capital of Brocatelle awaits your prowess in Coût de Couture, an action role-playing & management game where your strength lies in creative style and strategy!
Design and grow a couture brand unique to your whims on your journey to stardom as a Mage Modiste raring to conquer the forces of fashion and evil alike while helping others discover their beauty within.

ʚ・ ୨୧・ ɞ

As a recent graduate, you have been entrusted with your very own boutique and workshop, funded by the state while you find your footing.

This tutorial demo will introduce you to the game’s core mechanics of material hunting, clothesmaking and dress-up as your character prepares their initial fashion line before their boutique’s official opening.

Below you will find our development progress as we work on building this project throughout the year from late September to the end of April.

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CORE TEAM

Mai Linh Au - Project Lead & Environment Artist

Lulu Ross-Bouquet - Character Artist

Amanda Hui - Prop Artist

Kaveesha Amarasinghe - Technical Artist

Callum Highfield - Animator

Alicia Lee - Animator

Matthew Whiley - Concept Artist

ʚ・ ୨୧・ ɞ

FREELANCERS

William Fallows - Programmer

Robbie Coleman - Programmer

Devon Fell-Smith - Concept Artist

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This reply has been copied over from our Polycount thread where we are also sharing our development progress with this project!

To start off I’ll post my progress and development of the two key levels in our demo thus far:

  • the Sewing Room, where our player character weaves fabrics, sews clothes and dresses up in preparation for battle
  • the Silken Forest, the tutorial hunting ground for the player to harvest crafting materials for making fabric and embellishing their clothing

Blockouts have all been done in Unreal Engine 5.3.2, which is our engine of choice for this project.

Our game will take place from an isometric-like camera angle (we’ve run into problems with lighting when trialling a true isometric angle unfortunately - no shadows casting), so the blockouts have been created with this in mind.

Old camera angle

However, we have plans to develop a more sophisticated camera system that could allow the player to perhaps zoom in on the character whenever they want to admire the crafted details of their clothing creations, or facilitate the ability to switch into a third-person camera.

Sewing Room

Our protagonist’s workshop of wonders is where they work their magic for style and in style. It’s a humble little abode for now, but that doesn’t stop it from being filled to the brim with this tailor’s creative crafts and a magnificent wardrobe.

This room started out quite big, mostly due to my own scale blindness ^^;

Following feedback from our initial Concept Presentation in class, I scaled back the dimensions to be more snug and cosy, something more fitting for our character’s very first personal studio.

Below is a quick diagram I made to abstract and summarise the layout of the sewing room.

Silken Forest

These woods are the domain of silkworms and moths with trees all adorned with delicate gossamer threads woven by its inhabitants. Beyond silk, weavers can also find other soft flora for their fabrics, such as cotton and flax.
The forest is a more underdeveloped location as of this post, as we still require more concept art and development to fully realise the vision. As I will be responsible for foliage production I have started out roughing some concepts and ideas for generic foliage population.

So far I’ve taken most of my inspiration for the foliage from various characteristics of different silk moth variants. The generic foliage will be a lot simpler, as I am considering reserving the slightly more detailed leaf designs and compositions for the mini-boss we have planned at the end of the forest, where the player will encounter a “queen moth” of sorts at the home nest of the forest’s silk moths and worms:

This diagram from our most recent presentation summarises the overall intended flow for the forest level:

For this segment of the game, gameplay-wise it’s quite inspired by games like Hades at the moment (huge fan of the hack-and-slash combat!), only without the roguelike element of procedurally-generated rooms because that’s a bit beyond our scope and skill ATM. So the level here is somewhat akin to a dungeon crawl I guess, although it’s not actually in a dungeon of course! The player can obtain materials like silk by defeating the silk moths and worms, which they can use to then create silk fabric and garments.

Started doing some rough grass models/cards and a very rough tiling texture that still needs a lot of work. I made these mostly to get over the hurdle of starting them xP

Cards: 256x256

Maya models (WIP)

Substance Designer Tiling Material (VERY WIP)


and a super rough test in Unreal just to get the master materials set up:

It’s likely for this project that we’ll move away from PBR and try to make our own shader that better conveys the look we want (which we’re admittedly still a little undecided on, but we know we want to veer away from “traditional” hand-painted looks; we’ve been investigating painterly/drawn-texture shaders!)

Hello, I am Callum Highfield. One of the two 3D Animators on this project.
Whilst the character rig and mesh are being worked on I downloaded a rig from the internet and began experimenting with animation stylisation.
One of our main character weapons is a rapier, so I researched into how it will move.

Here is the most up to date animation:

Quick foliage model tests - going to focus on refining the materials and textures from here on out until our vertical slice deadline! More foliage variants to come - I’ll post an image of the collection of assets thus far soon.


Here’s an update on the progress for our vertical slice which we presented today :slight_smile:

My focus up to this point has been on building the silken forest level, where the majority of the combat action will take place as the player fights the moths and worms for crafting materials. As such, I’ve been taking the time to familiarise myself with PCG for the map as well as experimenting artistically with methods of stylised foliage production.

Following feedback from today though I may shift my attention to allowing the sewing room to shine as well though, and produce/complete the assets for that map as well since it has a more obvious connection to the game concept!