Project Description:
Interstellar Racing League is a high-speed, 4 player racing experience. Players are racing along gravity-defying tracks through alien planets to compete for the title of the Galaxy’s Best Racer. Project Title: Interstellar Racing League Engine: Unreal Engine 4 Development: 4 months | 236 hours Team Size: 56 developers |
Roles and Responsibilities:
Role: Environment Artist
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Postmortem:
What I learned:
What I learned:
- Advocating for myself
- Speaking out when something isn't right even if it isn't under my influence
- Creating cityscapes using greeble plugin software
- Unreal Engine 4, 3dsMAX, Photoshop, and Perforce tools
Early Development:
While our theme was beginning to take shape, I worked a bit on concepting potential environments.
However, once we decided on a city/slums environment, I was tasked with concepting signs, posters, and other things to make the space looked lived in and cluttered. I worked to make the slums signs worn and cheap looking and the city signs posh and clean. At this point we had a basic art style guide which I referred to while concepting. The other artist tasked with making signs also created a custom alien alphabet that I worked into my later concepts.
Unfortunately, the area of the track my signs were placed got cut and didn't make it into the finished game.
While our theme was beginning to take shape, I worked a bit on concepting potential environments.
However, once we decided on a city/slums environment, I was tasked with concepting signs, posters, and other things to make the space looked lived in and cluttered. I worked to make the slums signs worn and cheap looking and the city signs posh and clean. At this point we had a basic art style guide which I referred to while concepting. The other artist tasked with making signs also created a custom alien alphabet that I worked into my later concepts.
Unfortunately, the area of the track my signs were placed got cut and didn't make it into the finished game.
Clutter:
Eventually, I was taken off concepting slum signs and began concepting city signs. For these, I based much of my ideas on neon signs and digital billboards. Originally, I planned on implementing the neon signs as emissive splines. To make them cheaper though, I implemented them as alpha cards. Only a couple of the simpler signs made it into the final game.
I planned on making the posters emissive with a scrolling texture to make it look as though they were on a screen. These didn't make it to the final game, however.
I also created some of the bones in the desert track and helped unwrap and texture them. Many of them were cut though.
UVs:
After concepting, I moved on to the modelling pipeline and stepped in to help unwrapping assets. Some of these were small, clutter items and some were the larger buildings in the city track. I also reunwrapped certain models whose UVs didn't work together with their textures.
Eventually, I was taken off concepting slum signs and began concepting city signs. For these, I based much of my ideas on neon signs and digital billboards. Originally, I planned on implementing the neon signs as emissive splines. To make them cheaper though, I implemented them as alpha cards. Only a couple of the simpler signs made it into the final game.
I planned on making the posters emissive with a scrolling texture to make it look as though they were on a screen. These didn't make it to the final game, however.
I also created some of the bones in the desert track and helped unwrap and texture them. Many of them were cut though.
UVs:
After concepting, I moved on to the modelling pipeline and stepped in to help unwrapping assets. Some of these were small, clutter items and some were the larger buildings in the city track. I also reunwrapped certain models whose UVs didn't work together with their textures.
Marketing:
As things were winding down towards the end of the project, I submitted a t-shirt design for our game. I combined components of previous submissions with my own ideas. Parts of it were incorporated into the final design.
As things were winding down towards the end of the project, I submitted a t-shirt design for our game. I combined components of previous submissions with my own ideas. Parts of it were incorporated into the final design.