My ArtStation:
https://www.artstation.com/luca23Wordpress: lucaslabstudio.wordpress.com
The aim of this project is to recreate the Belforte Castle (Trentino, Italy) in a dark fantasy
setting, using original environment assets and shaders. The concept behind the project is
Inspired by successful and acclaimed games such as Demon’s Souls (BluePoint Games,
2020), Silent Hill 2 (Konami, 2001), and Alan Wake 2 (Remedy Entertainment, 2023).
Similarly to these games, the environment will feature a horror immersive atmosphere with
dense fog which can create engaging scenarios and enemy encounters. The project will
feature third-person gameplay and will blend elements from the modern and medieval
world with a realistic style. This should create an interesting contrast that keeps the player
engaged and wanting to explore the environment.
Project Story
Following rumours of a new animal species discovered in the mountains near the small fictional city of Amara, a storm hits the town, and a mysterious fog engulfs the mountain peak. A scientist manages to arrive in the area only to find that the town is now almost deserted…
The real-world reference of the castle ruins location:
Some of the video game art references that I use to shape the environment:
Image 1 - Jonathon Gregory Bick (ArtStation)
Image 2 - Anthony O'Donnell (ArtStation)
Replies
Here below is my block out of the area, representing the main points of interest. These are preliminary and will be subject to minor changes during development:
Image 1 - Level Design Block Out
Image 2 - Area 1 populated by forest
Image 3 - Area 2 large square area
Image 4 - Castle Ruins
Here is a procedural material and a seamless texture I created using Blender and Photoshop:
Image 1 - Material Overview
Image 2 - Castle Ruins Wall Texture maps C-AO-N-Dp
Image 3 - Wall with Material Shader
Image 4 - Wall Reference Image
Image 1 - Castle Ruin assets assembled with the modular wall assets
I created also a material for the ground and applied some basic macro variations to avoid seeing the repetition of the seamless texture. I created it by taking photos at my local park and then working on photoshop to create a seamless texture. Other maps were generated with Materialize:
Image 2 - Rootsy Ground Original Material
I added a grass mesh I created previously with the foliage tool and checked the shader complexity. The grass asset is a texture atlas of several grass blades masked with an alpha, and animated with world position offset using the vertex color node to check on grass height:
Image 3 - Wall Assets with Grass and Ground Material
Image 4 - Shader Complexity