Pre-FIEA Personal Projects
Yo!
Today I wanted to talk about some level projects I worked on before I got into FIEA. After I graduated UCF undergrad and didn't get a job, I started working on some indie-type game work. I figured, if I published a game, that'd look good on my resume. If I didn't, I'd still learn a lot and get some good portfolio work out of it. Now that I'm a bit wiser, I feel like the latter was more true than the former.
The game I decided I wanted to work on was a sequel to my undergrad Game-Art project, Tempe Goes to Wawa. That game was only focused on art and atmosphere, and to be completely honest, I came up with the pitch document mere minutes before it was due. It's obviously a pretty silly idea, but the 'autobiographical' nature of it meant I could add references to my friends and stuff in my life, which made it more fun to work on. That's important when you're doing solo-dev work- finding ways to stay motivated is key! Ask anyone! That being said, the original game was pretty limited in terms of gameplay and scope. I really wanted to try making just one singular Zelda-style dungeon in 3D, so I decided as a follow up, I'd use Tempe Goes to Wawa as a base and try to expand it into 3D.
I'd done lots of gamedev in GameMaker, which I still argue is the best 2D engine, but my aspirations had grown to 3D, so I wanted to learn Godot engine. Godot is 100% free and open source, but it's still pretty new. It's lacking in tools, but it still has a ton of potential- to me at the time, that was super attractive! The problem with that, and the reason I've gone into this long-ass introduction, is that Godot had (at the time) no in-engine level building tools. Instead, I got good at using Blender for LD.
Still, to give the illusion of a living city, I needed to build out more. On the upside, I was using a low-poly, stylized art style that saved a ton of art work, but on the downside, I was still making all the models and textures myself. It was a bit of a grind, but it illustrated to me a lot of LD strategies to create the illusion of a large space without spending a ton of work. It's all based on the player's view- tall buildings will block more space, and require less buildings behind. Alternatively, open areas, such as the river in blue above, will require more assets to make believable.
I also was reminded of how important reference images are. Building these buildings (lmao) without reference was slow, painful, and usually, didn't look good at the end. Alternatively, the buildings I liked the most took the least time, because I could simply use an applicable reference and follow it!
Recognize this bad boy?
Simple! Hopefully I don't get sued!
Anyways, the overworld ended up being a big time-sink. I don't have any regrets, since I learned a lot, but I also wanted to spend some time on smaller interiors you might find along the way to the dungeon.
It's still very stylized, but I think it gets the vibe across. It looks even better in engine! Still, this was more a test of modelling and texturing than actually designing gameplay. There'll be areas like this in games, where the art can take a bit of a lead, but maybe it's not the best portfolio work.
This was around the time I started applying to FIEA, and my priorities changed. You can tell I gave up by how much of the rest of the gas station is modelled:
...None at all! Two weeks well spent. I don't know if there's a lesson to be learned from this, besides, stay focused on your goals and what you need/want. I still don't regret any of this, especially since back then, it was with the mindset of putting a 3D world together quickly, but I don't recommend it for getting a job in the industry.
Comments
Post a Comment