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. The arcade is mostly the pinks, blues and purples but with splashes of oranges and greens, which can be found in the Fatality Corp. logo. The arcade does follow the theme of 80’s retro but with a futurist twist with it’s variety of gaming objects. Also, a closer look at the video game consoles helps to foreshadow the whole objective of the game which is to stop the sinister Fatality Corp. Below shows the arcade overall and then some of the assets up-close.














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 for Lo-Fi Noire!



Tech Update : Patrol Visibility and Patrol Paths

There’s new gameplay in town! Stealth! With that being said, it’s implemented in a way that uses a visibility meter. Below shows how your visibility changes based upon an lit area vs. darkness and whether or not an object is obstructing the NPCs view of you or if you’re quite frankly just hiding behind something. Whatever the case, you’re now navigating through this world with that in mind! Also with this new gameplay, the NPCs need instruction on how to operate throughout the world. You can now tell them where to go on a given path.




Tech Update : Patrol Setup

We are lucky and so grateful to our coders of this game! With their vast insights this tutorial was formed to help the non-coders with being able to manually put the NPCs in their environment wherever may they please!



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. The arcade is mostly the pinks, blues and purples but with splashes of oranges and greens, which can be found in the Fatality Corp. logo. The arcade does follow the theme of 80’s retro but with a futurist twist with it’s variety of gaming objects. Also, a closer look at the video game consoles helps to foreshadow the whole objective of the game which is to stop the sinister Fatality Corp. Below shows the arcade overall and then some of the assets up-close.




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 the sewer system coming into complete fruition…

New Tech : Patrols

Stealth Gameplay : Patrols: Paths & Visibility

We created patrols that will follow different patterns of movement.

The patrols have behaviors that enable them to detect and follow a player if the character is visible enough.

New Tech : Stealth

Stealth Gameplay : Visibility

We wanted to integrate Stealth aspects to enhance the sneaky aspect of detective work. We encourage players to try to sneak past guards and patrols in order to gain access to more clues or “restricted” areas.

We created a mechanic that registers how visible a character is depending on where it is located inside a shadow or a light source’s attenuation area or if the character is exposed to directional light.

As you can see in the video the mechanic detect when a player is hiding in shadow or exposed to light.

New Environment : Plant Shop

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 and are instead abusing the vines vs. using them they way they initially told her. She wants a plant sample in exchange for the key she possesses (she has it because she works for the Corporation). She’s willing to betray the Corporation because they betrayed her and her precious vines. Below are some items to be found within the shop and the shop blockout.










New Environment : Arcade

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 will show the color pattern that you have to mimic with the actual arcade machines in order to get the token from the arcade. Should you get the combination wrong everything turns unlit and the clue on the wall restarts.

New Environment : Bar

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 is in the same room as the power switch for the sewer. Someone stole his guitar but that person, consequently, got caught by the vines and dragged into the sewer with the guitar. The bartender was initially in hot pursuit of the guy until he saw him get pulled down by the vines and then that’s when he decided “nope,” he wouldn’t be next so he didn’t go after him. The bartender only has the empty guitar case to show of his stolen beloved guitar. Below shows the blockout of the bar, fitted with ample amount of different seating, lighting and retro futurist decor and circuitry!



Tech Update : Seamless Levels

City Block

Systems Design:
Environments integrated as a whole for a seamless experience between the different environments in the city block.

The different environments in the city block were connected along the main street.

Having everything set up connected would help the environment artists get an idea of what they had modeled so far looks/works correctly.

The environments being set up helped techs to make sure gameplay progression was getting into the game in a more final, non-player zoo state.

Materials for Alpha

Categories: Art
Substance Designer Materials

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

Secret Lab Scene

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

Detective Jacket Design

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 the fact that she’s a detective that actively looks for clues with a keen eye. The jacket is also lined with a neon glow to further push the narrative of Lo-fi Noire.

Alpha Build

Alleyway / Crime Scene : Overhead Gameplay View

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

Character Model : Symbiotic

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 master to unwrap the Uv’s, Poly Paint for the base textures, and exported the assets for our character TD to bring them in-game.



Trailer Animatic

Trailer

Marketing Design:
Initial Trailer animatic sketch/storyboard, animatic, and edit for planning and developing the full trailer.

Includes sketch/storyboard, animatic drawings, and the edit.

Greybox/Lighting Tests

Secret Lab

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 the warehouse.








Sprint 1 Completed

Alleyway / Crime Scene

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 : Graffiti

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.

New Tech : Detective Mode

Systems Concept 1 : Detective Mode

Systems Design:
Initial systems designs for Detective Mode toggle, setup, and functions.

Includes toggling, post-process effects switch, object-of-interest highlight on-hover, clue/object inspection, and clue/note saving to notepad functionality.