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This tutorial demo will introduce you to the game's core mechanics of material hunting, clothesmaking and dress-up. Experiment with material combinations to produce fabrics and clothes with a range of magical enhancements to your powers and combat prowess, and design your own style for the couture of battle!
Below you will find our development progress as we work on building this project throughout the year from late September to the end of April.
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Mai Linh Au - Project Lead & Environment Artist
Lulu Ross-Bouquet - Character Artist
Amanda Hui - Prop Artist
Kaveesha Amarasinghe - Technical Artist
Callum Highfield - Animator
Alicia Lee - Animator
Matthew Whiley - Concept Artist
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William Fallows - Programmer
Robbie Coleman - Programmer
Devon Fell-Smith - Concept Artist
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Replies
- the Sewing Room, where our player character weaves fabrics, sews clothes and dresses up in preparation for battle
- the Silken Forest, the tutorial hunting ground for the player to harvest crafting materials for making fabric and embellishing their clothing
Blockouts have all been done in Unreal Engine 5.3.2, which is our engine of choice for this project.Our game will take place from an isometric-like camera angle (we've run into problems with lighting when trialling a true isometric angle unfortunately - no shadows casting), so the blockouts have been created with this in mind.
Sewing Room
Our protagonist’s workshop of wonders is where they work their magic for style and in style. It’s a humble little abode for now, but that doesn’t stop it from being filled to the brim with this tailor’s creative crafts and a magnificent wardrobe.This room started out quite big, mostly due to my own scale blindness ^^;

Following feedback from our initial Concept Presentation in class, I scaled back the dimensions to be more snug and cosy, something more fitting for our character's very first personal studio.
These woods are the domain of silkworms and moths with trees all adorned with delicate gossamer threads woven by its inhabitants. Beyond silk, weavers can also find other soft flora for their fabrics, such as cotton and flax.Silken Forest
The forest is a more underdeveloped location as of this post, as we still require more concept art and development to fully realise the vision. As I will be responsible for foliage production I have started out roughing some concepts and ideas for generic foliage population.
So far I've taken most of my inspiration for the foliage from various characteristics of different silk moth variants. The generic foliage will be a lot simpler, as I am considering reserving the slightly more detailed leaf designs and compositions for the mini-boss we have planned at the end of the forest, where the player will encounter a "queen moth" of sorts at the home nest of the forest's silk moths and worms:
This diagram from our most recent presentation summarises the overall intended flow for the forest level:
For this segment of the game, gameplay-wise it's quite inspired by games like Hades at the moment (huge fan of the hack-and-slash combat!), only without the roguelike element of procedurally-generated rooms because that's a bit beyond our scope and skill ATM. So the level here is somewhat akin to a dungeon crawl I guess, although it's not actually in a dungeon of course! The player can obtain materials like silk by defeating the silk moths and worms, which they can use to then create silk fabric and garments.
Cards: 256x256
I don't really like how unblinded and crisp the "brushstroke" shapes are right now, it feels more reminiscent of a bark/woody painterly texture so I'll be looking into how to soften and blend those better this week.
Whilst the character rig and mesh are being worked on I downloaded a rig from the internet and began experimenting with animation stylisation.
One of our main character weapons is a rapier, so I researched into how it will move.
Here is the most up to date animation:
Older version of the animation can be found here:
There will naturally be more variations of foliage to come but I want to start gradually filling everything out and replacing bits where needed. Generally the materials and textures will be the main things I look to polish, as well as some light shader work. I definitely want some stronger gradients on the foliage.
So far its been smooth sailing with getting the rig together with a base model, though this time I did try to add some extra joints to help with deformation for the muscles, its allowed for an easier time when skinning the model for sure!
I'll be retopping the mirror and legs where needed! Accidentally added some extra loops xd I also fixed the width of the table in ZBrush where I made a start on sculpting the bow adornment.
Some feedback we got was that the connection between the woods and the sewing room is still quite unclear, and it was suggested that we bridge the two locations by showing the outside of the shop. Currently we're still waiting on more concepts for the actual exterior itself but I've made a start on a basic cobbled paving material in the meantime.
I also completed some of the larger props for the Sewing Room itself, which I'll post below!
https://www.artstation.com/artwork/vbmLrE?notification_id=6821296192
Trying to fix up the dirt material based on previous feedback
Not about the project, but the presentation: Your HDRI/angle of choice seems pretty evenly lit for many renders, washing out the normals. The wardrobe seems to remedy that, though. That being said, a more pastel look could work well, too. The table reminds me a bit of the Brambly Hedge TV show in that regard, where they used painted and cut out paper objects for some scenes.
And the red banner(?) in the last pictures is quite saturated and bright, distracting a bit from the objects.
Made a start on blocking out the outside of the boutique for our project yesterday. We got feedback suggesting we try to show the outside of the store to make clearer the travel and connection between the sewing room and the forest for material gathering, since the link between the locations is not very clear right now (though part of that is also down to the sequence and script of the trailer we need to put together alongside the game!)
I'll be tackling this with a modular kit, and potentially make some extra pieces based off discarded and previous concepts for the exterior to mock up 1 or 2 neighbouring buildings on the same street as the boutique. Will also make a trim sheet for the planks and some other bits here!
Thanks so much for the feedback on my presentation!Most of my attention on the environment side of things has been diverted to the street level until this point. Here's what I've managed to get it to so far:
Right now everything is still super rough, and my current focus is bringing as many assets as possible to the "base texture" state (generic stylised material with generators in Substance from high-poly bakes, or very basic painting) as I'm aiming to complete the modelling stages by the end of this month at the very least, if not before. I want to make sure I have enough time to give key assets the attention they need in the more detailed painting and texturing stage.
For the wood planks I made a trim sheet for the first time to familiarise myself with how they work. The wall and roof material I blocked out very quickly in Designer, they will be refined later on (also need to fix the rotation in the World Aligned Texture material so the roof tiles face the right way)
This week and until our Beta submission in a couple weeks I am shifting my focus back to the much-neglected Silken Forest, as it hasn't been updated much since Pre-Production! It's a much more important area than the street, which serves only as a transition zone between the boutique and forest.
I've started sculpting a few custom trunks to make new, more clearly "stylised" tree variants with. Here's one I made progress on yesterday: