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Twin Cores - Tunnels [Student]

For our graduation project at ISART Digital Paris, we worked on a coop railshooter called Twin Cores.
As a 3D Game Artist, I was in charge of the full 3D environment based on level design, on the lighting and the optimization of these parts.
I worked in groups with Antoine Coste who was in charge of the VFX, players and enemies; Tanguy Thiebault who worked on the UI, and with Romain Fournier who handpainted the skybox, sprites and decals, and environment concept arts to help me.

Tunnels are modular, corresponding to level design specific constraints. They allow a contrast with the exterior environments to make for varied stages and moods across the game. They also makes the most of the PBR part of our stylized Artistic Direction, with roughness maps, indirect lighting and dynamic reflections.

https://www.artstation.com/spartanx209
https://www.artstation.com/tixog
https://www.artstation.com/usernamealreadytaken

Tunnels are made of modular assets

Tunnels are made of modular assets

They're ornated with textures, lighting, reflections and decals

They're ornated with textures, lighting, reflections and decals

Modular assets allows to have different templates of rooms

Modular assets allows to have different templates of rooms

Corals are a mix of a destructive asset, decorating meshes and a decal of corrupted ground

Corals are a mix of a destructive asset, decorating meshes and a decal of corrupted ground

God Rays are textured planes for optimization

God Rays are textured planes for optimization

Modular assets allows to easily follow the level design patterns

Modular assets allows to easily follow the level design patterns

A specific-looking short tunnel

A specific-looking short tunnel

Modular tunnel assets

Modular tunnel assets

Interactive assets
Toggleable switches and opening doors

Interactive assets
Toggleable switches and opening doors

Coral/Flora assets

Coral/Flora assets

Detail lighting render
Tunnels are not affected by outside lights

Detail lighting render
Tunnels are not affected by outside lights

Tunnel lights are complementary with mainly yellow-orange and a bit of blue

Tunnel lights are complementary with mainly yellow-orange and a bit of blue

Every tunnel light is baked for optimization purposes
They are blueprints (light mesh + static point light)

Every tunnel light is baked for optimization purposes
They are blueprints (light mesh + static point light)

Destructive corals have an animated emissive so the players distinguish them easily

Destructive corals have an animated emissive so the players distinguish them easily

The end of the tunnel has broken walls and is affected by indirect outside lighting, making a transition for the exterior environment

The end of the tunnel has broken walls and is affected by indirect outside lighting, making a transition for the exterior environment