Category Archives: Art

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

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 […]