Hi Polycount,
My name is Jimmy Benites. I’ve been following the newsfeed here for quite some time for motivation, and I finally worked up the courage to post some of my own stuff here for C&C.
I’m a part of Cypher Creations, a (very) small indie devteam working on a 3D puzzle/platformer called Strawhart. Due to the nature of our game, we needed to design environments that were visually interesting but did not detract from the gameplay by obfuscating puzzle elements.
We chose to use very simple textures and a monochromatic color palette. This way the player would be able to immediately tell what objects in their environment were important. The mesh work was originally super low-poly, but I added some more complex features when we decided a more emotive style would be needed for our story.
This is an in-engine screenshot of our first stage. We use Unreal Engine 4 and I made all the 3D assets in Blender.

An interior shot. In earlier iterations, the chimney was basically just a rectangular box and lacked any real character.

Another exterior shot from stage one. I removed some of the puzzle elements here so that the environment itself was the focus.

Thanks for taking the time to look at Strawhart. My goal is to try and post updates here on a weekly basis, but for now I’d appreciate any feedback that you all see fit to give.
Feel free to reach out via email as well!
Thank you!
Replies
As usual, feel free to reach out via email!
- Jim
As promised, I’ve got a screenshot from our newest level. I’m still trying to create a water shader that I’m happy with. The end goal is to have some ocean features like choppy water and foam, but this all has to be accomplished without making it look too realistic. If anyone here has experience working with stylized water materials in UE4, I’d love some suggestions.
Another week, another update. Hope those who celebrate July 4th had a good one. This last week has been pretty busy for us, working hard on the game.
This screenshot is of the beginning area that helps introduce the mechanics of the game to the player.
Rather short update this week, next week I will be showing some assets and speaking about the design behind them.
Thank you for reading and all comments/suggestions are welcomed!
As usual feel free to reach out via email!
- Jim
For this week's update I wanted to talk about the art style of Strawhart's first stage since we're aiming to give each stage its own personality and atmosphere.
I’ve arranged a couple of our assets from our first stage here so I could talk a little bit about the design principles behind them. You’ll notice that for the most part they are just simple rectangular shapes that don’t draw too much unwanted attention from players trying to solve puzzles. At the most, I’d expect them to try and hop on the table or the bed to try and get somewhere higher.
What detail I do add is sort of ‘carved’ into the base cuboid. You’ll notice that I use a lot of concave edges to give the props the atmospheric character that I mentioned in the Week 1 Update. I try to maintain consistency of design by placing most straight lines perpendicular to curved ones. I think this makes for some interesting shapes, particularly with props like the wardrobe. The objects are instantly recognizable for what they are, but still have a slightly otherworldly, magical quality to them.
You might have noticed the box on top of the table on the far left stands out way more than the other props. That one was designed to be interacted with by the player, so I made it more detailed so that it immediately pops out to the player.
Thank you for reading this week's update, comments/suggestions are welcomed.
Like always feel free to reach our via email!
- Jim
Another update, another week. This week I’m showing a different stage, which you could probably intuit right away just from looking at the shape of the props. It is set inside of a large manor where an important character resides. As opposed to curvy lines, this stage uses a lot of boxy concaves make the environment seem ornate and heavy.
Thank you for taking the time to read this week's update, comments/suggestions are welcomed.
Like always feel free to reach our via email!
- Jim
When actively trying to look for something I can critique, it's the grass that I'm mostly gravitating toward. For one, I don't think they're casting shadows at the moment? And for two, I feel like it's a bit too thick, but that's probably just me.
Found one more thing, which is the flat shading on that metal pole in the middle of that generator looking thingie. I don't think it fits with the rest of the style and it causes it to stand out. Although maybe that's completely on purpose because it's a gameplay element? If that's the case then sure :P
Keep it up, this seems really inspired. I also think the monochromatic idea is great, you made it work well so far which I'm sure was difficult.
Again thank you for the kind words and I hope you check back next Monday for our next update!
- Jim
Weekly Update #6
I’ve got something a bit different this week, I wanted to show how we transition from a basic layout to an environment that tells a story. Both screenshots have been taken from the same location and belong to the interior of the manor stage I previewed last update.
The next screenshot is of the same room, but makes several big architectural changes in addition to the texture work being done. The second floor balconies have been extended the length of the corridor to give the players additional explorable space, helping to sell that this is a lived-in space and not just a box for puzzles. The large chandelier has been replaced with several smaller, lower hanging ones that follow the red carpet, and the archway in the middle of the room has been restructured in a bid to funnel players naturally in that direction. The floor has changed from wood to reflective marble, to keep the space feeling open and grand, despite being smaller due to the second floor overhangs.
Since this rooms’ in-game function is to allow the player to be able to move between the various rooms and floors of the stage, its visually a little busier than most things we make. Since we don’t have to worry about puzzle readability, we can really leverage this part of the environment for worldbuilding. For example, the untextured portraits on the walls will eventually feature the manor’s residents.
As a beginner I just wanted to show that no matter where you begin, with passion and dedication you can build on your skills and progress to become a better artist.
Comments and suggestions are welcomed!
Thank you for reading this weeks update, hope you stay tuned for next week's!
As usual feel free to reach out via email!
- Jim
Thank you again!
- Jim
Its the end of July and we have another update to wrap it up!
Today I have another look at Strawhart’s hub stage, which we’ve previously showed a bit of. The house pictured belongs to our player character. It shares a lot stylistically with our Stage One designs, as the two areas follow naturally between each other in the game’s story.
Thank you for taking the time to read this week's update, all comments, critiques, questions and suggestions are welcomed!
As you all know, feel free to reach out via email!
- Jim
Hello everyone, its Monday so you know what that means!
This week we have a small update, showing a different environment. We are aiming to environments that are appealing and unique. We're still aiming for the monochromatic look here with the buildings facade, only really accenting it with the slightly reflective windowpanes. As you can see we grab the players attention with a reflective material around the door as opposed to and indicator or visual effect.
Smaller update this week, we hope to be able to show some of the puzzles elements we mentioned very soon as well as the stage we teased several weeks ago, so stay tuned!
Thank you for taking the time to read this week's update, all comments, critiques, questions and suggestions are welcomed!
As you all know by now, feel free to reach out via email!
- Jim
Hello everyone!
Apologies for the lack of update last week, I was in the middle of putting together my new PC and getting everything back in order to continue working.
This week I wanted to show off our fire particle (WIP) in honor of the Solar Eclipse in the States. Particle FXs are very important, not only because they're cool but because they catch the player's attention and help them recognize and understand what is happening. I aimed to keep the style of our Particle FX similar to that of the overall game, simple yet distinguishable.
Thank you for taking the time to read this week's update, all comments, critiques, questions and suggestions are welcomed!
Feel free to reach out via email!
- Jim
Hello everyone!
I hope you all had a great holiday and soon a happy new years! Today we have an update fitting of the season.
Apologies for our lack of communication in the past few months, we've been hard at work on the game and preparing some really cool stuff we'll be showing very soon. In the meantime, we wanted to show off some of that hard work! This is a look at a more polished iteration of the stage shown previously in update #2. This level is still a work in progress but the aesthetic is taking shape.
We will be revealing more in the next coming weeks!
Thank you for taking the time to read this week's update, all comments, critiques, questions and suggestions are welcomed!
- Jim
The trees could be less monotonous, else great job!
And the tunnel falls in the same category, too flat, missing dirt or something since this is a arid area and all the brownish fell it's too much grey.
Keep up showing those nice screenshots!
Have a nice new year! This is valid for the whole forum!
Thank you for taking the time.
Thank you for taking the time to read this week's update, all comments, critiques, questions and suggestions are welcomed!
I’ll be back next week with some more from Strawhart!
Hello and welcome everyone!
- Jim
Thank you for taking the time to read this week's update, all comments, critiques, questions and suggestions are welcomed!
- Jim
Hey Polycount,
I know it's been a while since we've last posted, so from now on we are just going to call them updates rather than weekly updates.
So for this update we wanted to finally show off some gameplay from Strawhart! You can find a longer video of more gameplay on https://www.indiedb.com/games/strawhart
I will try and post more progress frequently now that were getting the game to a more playable stage.
Thank you for taking the time to read this update, all comments, critiques, questions and suggestions are welcomed!
- Jim