Hey everyone,
I wanted to share with you some of the art and workflow that went into the creation of LOST ORBIT. If you have any requests or questions let us know and we'll try to include them.
If you want to check out more about the game itself visit our site:
www.LOSTORBITgame.com
To start off I wanted to share our main character.
Harrison:
A lowly maintenance worked from the planet Vale.
- Modeled and Animated in 3D Studio Max
- Skeleton is always present under his suit in game and turned on for deaths.
- Organs were spawned on death as rigged physics objects with hinge joints.
Harrison was fairly low poly due to his size on screen. We also painted a "damaged" version of his suit to swap out half way through the game.
Even though Harrison was a simple little guy his animation tree was bananas. We ended up adding animations for every type of obstacle and intractable item to help telegraph success and failure to the player. We also found players enjoyed watching Harry die so we added a lot of death animations.
We also made different layers for specific animations to prevent the main tree from getting too cluttered.
We fed the main fly tree Speed and Direction variables to change him from a gentle fly to a more aggressive boost.
After all that we covered up Harrison in a myriad of FX and applied some animated scaling to stretch him out of teleporters to finish off his look. Here's a look at some of Harrison's animations in the final game:
Replies
Ately in Unity: He was a simple model as well, with few moving parts. His wings and fins would fold down if he was flying fast enough and a beam would extend from his eye if he was scanning anything. He was mainly a tool we used to push the story across.
Ately went through some design iterations. We wanted to focus on silhouette and larger structures since we was mainly going to be very small on screen. We also didn't want to make him too bulky and get in the way of gameplay. We didn't want players to die or mess up because Atley was in the way.
An in game example where you race Ately! We used Unity Steer to get him following Harrison and wrote some additional scripts to help him keep up, pause for scans and restart locations on death.
And sometimes Atley is just there to shoot space fireworks!
We started with focusing on just making some kick-ass base assets, a few asteroids, gameplay assets, gates and other small props. We figured that if we didn't have the time to vary up each world the game would look repetitive but still good.
This is our base set of rocks. We used these to make every level in the game.
We were pretty happy with the look of the asteroids and for a while were content with keeping the look simple for the whole game.
We used lighting to help change the look of each system. Each system had a unique colour pallet for lighting and background assets to help differentiate them.
We started having simple backgrounds but eventually decided to paint in some planets. These textures extended across a whole level, they were quite large but we only had a hand full for the whole game.
We added cards of our asteroids above the background to add a bit of parallax without adding a whole tone of geometry. These were just renders of the asteroid assets at various scales.
We then added optimized versions of the asteroids below the play area to help add a sense of depth. These asteroids helped tie in the foreground and background together. This is a shot from the editor showing the different geometry.
One of our major concerns with adding lots of geometry and detail to the backgrounds was distracting the player. LOST ORBIT gets fast and requires some quick reflexes and we didn't want the player to mix up what could kill them with a background asset. We decided to use post process to help solve this problem. This is what the game looks like with no post at all. Very confusing and flat.
We decided to use depth of field to pull the layers apart but that ended up causing issues with our FX, planets and other objects that heavily relied on transparency. So we decided to add a second camera to the scene and render the background assets with a separate pass.
Once we were happy with the general look of the game we decided to put a system together to help us change the look and feel of each world without having to edit individual assets. We created a Level Art Manager that allowed us to change the following:
- Direct and Indirect Lighting Colour, Intensity and Direction
- Background Colour
- Fog Colour
- Ambient Colour
We could change all those properties and fashion a new look to an entire solar system without ever touching a shader or scene. We would make the changes on the Art Manager prefab and it would apply those changes at run time.This is an example of the colour variations you can get with just messing around with the Level Art Manager.
That was of course not the end of it. After a time we decided the game needed a bit more punch to help differentiate the solar systems and give it another level of polish. Next week I'll start covering the art of each Solar System and how we got it done in a few short months.