Contents

Intro


As with most projects, a lot changes from the beginning towards the end. For us, we made our biggest change yet; instead of a game with 3D models and using Unity’s 3D URP system, we decided to create a game in 2D, with most of our assets being designed in Procreate and uploaded. Follow along for more details.

Why change?


The use of 3D was something we pictured our final game using initially, since we wanted a PS2 style game similar to ‘The Closing Shift’ by Chilla’s Art. We liked the idea of a retro, fuzzy and static-shaded game that would add to the general atmosphere and mood. However, we found that the designs were lost in the models and that the shader we were using was not what we pictured.

3D Monitor Screen.

3D Monitor Screen.

3D Radio Screen.

3D Radio Screen.

Not only this, but 3D modelling is a tedious and long process that would require a lot of trial-and-error, which we feel we are not in the time-frame for. Given more time to explore and test these designs/shaders, we may’ve continued their use, but for now we have moved on to 2D render scenes.

Although it might feel like a waste to not use these models, it was useful to set them in the scene and draw around them to get a good idea of the placement and perspective. We also think that we can use these models to 3D print and promote the game in the future!

New Designs


To keep in line with our original intentions, we still wanted to keep that story-book look. In Procreate using a 300 DPI canvas, I re-created the models, including the assets, a frame and a background to overlook. The process proved a lot quicker to reach a finalised result and is far easier to make adjustments when needed.

Background.

Background.

Frame.

Frame.

Assets.

Assets.

In the example above, the screen will be organised like the 3D models, but with far more colour, character and lighting. There will be 4 backgrounds and frames, but the assets will differ on each, making it clear of the differences between them. I made sure that the background was not the same on each slide, so that the view changes with each frame, and the plan will be that each layer will be ‘parallaxed’ to add depth to the player’s movement. This means each layer will sit on top of each other and sorted independently from each other, so that when the camera moves, they are positioned to move at different speeds.

Monitor Screen.

Monitor Screen.

Animated Radio static.

Animated Radio static.

The plan is also to add lore-inspired assets and animations to the models to add life to the drawings. Each button on the radio will be clickable, and the monitor will have ‘tabs’ like a PC browser to let the player view the radio codes, log, and messages. Each scene is going to have an action that can be performed, all working together to tell a story.