Category Archives: Art

Art Team; concept, progress work, models, textures, etc…

Final Environment : Arcade

The arcade was one of the environments that was tricky with color scheme. The many variety of games posed the question of how to keep it cohesive? That where the usage of emissives came in! Although, the arcade does stray away from the overall color scheme of the game, it utilizes colors still found throughout. […]

Final Environment : Bar

This beautiful bar ensemble showcases the mood essence of the game with it’s luxurious pinks, blues and purples. The lighting accents of those of enormous lava lamps along with the budding flower hanging chandeliers and A nice flower circuitry on the main bar wall.

Final Environment : Sewer System

The Sewer tunnels are now mapped out, textured and lit appropriately to render the environment useful in navigating around. It’s vital the player must get through without being seen or caught by the NPCs in order to finish the game. Below are some final renders of the mood and look of the final Sewer tunnels […]

Environment Update : Arcade

The arcade was one of the environments that was tricky with color scheme. The many variety of games posed the question of how to keep it cohesive? That where the usage of emissives came in! Although, the arcade does stray away from the overall color scheme of the game, it utilizes colors still found throughout. […]

Environment Update : Bar

With more objects added to the bar, the more the setting dressing got tweaked to maximize space and look. The type of lighting and how it was going to be displayed came into question and it was decided on use huge lava lamps instead of the generic light setup.

Environment Update : Sewer System

The Sewer tunnels are a system of twisting and turning underground passageways that the player must navigate in order to get to the final environment, the Secret Lab! Enemies are lurking throughout, waiting for the character to show their selves. Be care, use diligence to roam around these robotic nuances! Below shows the progression of […]

New Environment : Plant Shop

Another new environment that’s introduced is the Plant Shop! As of right now this place houses the creator of the original plant that’s causing havoc! Plant shop owner is either a very nice girl or sassy or in on the whole scheme of the Corporation. She’s mad at the fact that the Corporation tricked her […]

New Environment : Arcade

There’s a few new environments being incorporated into the game, one of which is the arcade. The feel of the arcade is 80’s retro with a few futurist looking games. As of right now the arcade is going to act as a huge color pattern puzzle. The clue will be on the wall and it […]

New Environment : Bar

The Bar is also a new environment that’s introduced. As of now the bartender is the bad boy and very shady and happens to find the key which he places it around his neck but will not give it up until you give him something in return. He wants something from the sewer. The item […]

Materials for Alpha

Categories: Art

Substance Designer This is the start of a library of Substance Designer Materials made for this projects. In order to unify the style, the modelers will be able to use these materials in both Unreal and Substance Painter. There are multiple variations of metals, cloths, and building materials.

Environment Update : Secret Lab

During alpha level, all of the environments were pieced together to create their respective scene designs. The Secret Lab’s objects are all completed and UV’d with representational designs and place holder textures. The lighting was also experimental with how the mood will be presented (Not Shown).

Detective Caia’s Jacket

Shortly after alpha level the design of the Detective jacket was also conceptualized. The design choice is based upon the 80’s trendy look with neon Lo-fi Noire feel. It also shares elements inspired by the design of the team logo. The 80’s glasses with a glare on the back of the jacket is reminiscent of […]

Alpha Build

We now are able to play the game from start to finish, with placeholder environments and textures. No checkerboard 🙂 All the dialogue and internal dialogue for the crime scene alley way has been completed. UI assets have started to get implemented by

Character Models for Alpha

For the alpha we needed to test the gameplay speed with placeholder characters for the representation of the poly count and texture maps size along with the animations applied tot he character in-game. This will help us experience the real time frame rate. To do this I used Zbrush’s dynamesh/Zremesher to get manageable polycounts, UV […]

Greybox/Lighting Tests

Within the first sprint the greyboxes/blockouts and lighting tests were combined to create the Lo-fi Noire atmosphere of the game. The objects and scenes were pieced together to be representational of the neon shiny mood and look of the specific environments. The scenes shown below include: the coffee shop, the secret lab, the cityscape, and […]

Sprint 1 Completed

Our first sprint at Retro Vibes Studios was challenging as most of the planning and concept art had to be finished before the team could move forward with content creation. Through hard work and determination, we finished our first Agile sprint strongly and cranked out several environment blockouts assembled in Unreal Engine.

Decal Design : Graffiti

Categories: Art

Decal Design: Initial decal designs for graffiti in the alleyway and along the street. Includes five graffiti decals for use in the environment to enhance the lived-in feel of the world.

Environment Concept : Secret Lab

Environment Concept: Layout concept for the secret lab. The secret lab serves as the location for the final boss fight and final game decision. The player will encounter The Big Bad and his minions. When they are defeated, the player will be confronted with a choice to increase humanity’s power and health, or preserving the […]

Environment Concept : Street / City Fronts

Environment Concept: Layout concept for the main street. The initial alleyway leads to this street which serves as a main hub with access to the coffee shop, warehouse, etc. There will be no battle opportunities here, but the player can investigate the area for world story and clues. Includes building scale/layout, character scale, props, camera […]

Environment Concept : Alleyway / Crime Scene

Environment Concept: Layout concept for the introductory scene. This alleyway serves as the place of the crime scene and will serve as the tutorial to the Detective’s abilities. The structure of this location is made so that the player is organically lead through the tutorial, rather than railroaded. It also is made to serve as […]

Character Concepts

Character Concepts: Concepts for five of the seven base characters in Lo-fi Noire. Includes the main character; Detective. Joining the detective is the Plant Enthusiast, the Coffee Shop owner, the Bouncer, and the Bartender.