Greetings! Over the past few months I've had the great opportunity to work on a Saturday Morning Point & Click Adventure Game about time travelling kids and pooping birds. Also Tesla's in there somewhere.
It just came out on Google Play and to celebrate, here's an Art Dump!
I was in charge of the bulk of the environments, from blocking to the final product. We had to develop a very fast iterative workflow that allowed us to produce assets for three episodes in a short production period. We opted for a very stylized flat 2D look that allowed us to focus on the colors and the bigger picture.
The workflow was pretty straightforward. We used a single 512x512 'palette' texture for the Albedo of all environment assets. This allowed us to virtually eliminate any texturing time. About a dozen tiny textures were also used for detailing, being overlayed on top of the albedo in our mobile-friendly shader. The environments were then lit in Unity 5 and baked on lightmaps.
I want to congratulate the amazing team for their great effort making this game happen. There should be some artists coming out of the bushes very soon to add to this thread.
If you enjoy the art or adventure games with silly writing, please consider supporting us! You might end up seeing more episodes in the future!
Google Play: https://play.google.com/store/apps/details?id=com.aetnent.history.android.kids.PortaPilots
Quick update! The game is now live on Amazon and iOS!
The Character Concepts and original Art Direction by Yves Paradis: http://http//yvesparadis.tumblr.com/
Pretty much the basics! 3DS Max, Photoshop, Unity 5.
Thanks for the support everyone : )
As for the zfighting well... yeah, the roads on the ground and some minor details were a bit trickier to get right, but as long as there's a proper distance between the faces I didn't encounter too many obvious problems.
Not sure if you can say, but I'd love to know how long the dev time was on this project (per episode or for all 3 episodes etc.).
I actually didn't realize you were Montreal based as well, how long has Hibernum been around for?
Lovely lovely work, I'll def be following your team's progress!
Hibernum's been around since 2005! It's grown a lot since. We were only 50-ish when I got hired a little more than 3 years ago. We moved into a cool office downtown too, it's pretty neat. Right around the corner from our Eidos and Behaviour buddies, haha.
Edit: We're set out to release an update for the game with some gameplay and bug fixes. It's also going to be cheaper! I'll bump the thread when it's up.
Here's some gameplay if you wanted to check it out in action: https://www.youtube.com/watch?v=IrFBe1N4CCo
Thanks to the good words everybody, see you pretty soon for a look at the next project I'm working on!
(Hint: it's a touch less kid-friendly).