Hello!
Just over a year ago I released my first ever solo developed game, Galaxy Drift. A sci-fi isometric racing game based on classics like RC-Pro Am and F-Zero. Built in Godot using pre-rendered backgrounds created in Maya and textured in Substance Painter, Galaxy Drift was a passion project that helped me learn about every aspect of game development. While financially it was a complete failure, the skills and experiences I gained helped me greatly, even allowing me to change career paths from Environment Artist to Technical Artist.
It took a lot of trial and error to finally find a pipeline that worked well for me. While using Godot was always the case, I did try to use Unreal Engine to create the pre-rendered tracks. Unfortunately UE4 at the time had a terrible isometric camera that had shadow and lighting glitches I couldn't work around. So instead I went back to my original plan and rendered it all out in Maya using Arnold.
Game is currently on
Steam if your interested.
Some Screenshots:
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Created modular track set pieces that I arranged into tracks using curves. The game contains 3 cups, each with 3 tracks each. For the most part each Cup has a similar theme and uses the same modular track pieces. The props and environment around the tracks however are different.
Solar Cup's basic track modules in Substance Painter:
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Maya view of 2nd track in Solar Cup, Lunar Lab. White assets are in different layers to make it easier to create masks for Godot.
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After creating the modular pieces and laying out the track, the basic process was creating a tiled camera system In Maya using a pymel script I created. Using render layers to separate the racetrack itself from any props that over hang. Once all all the tiles are rendered, I laid out the tiles in Godot using a simple grid layout script.
Zoomed out view of Lunar Lab from Godot
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Also used Houdini a bit to generate terrain for some of the backgrounds.
Terrain for the ice theme level, Frozen Valley.
Background for the level inspired by the moon Titan, Crimson Cliffs.
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Vehicles were a similar process, they just didn't require any tiles. Rendered out about 60 frames of animation for the vehicles from every angle and converted them into a sprite sheet using Texture Packer.
Here's a few vehicles as they appear in the menu when selecting a vehicle.
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Stay tuned, I'll update with more info and screenshots from across the entire game.
Replies
These ships were funky and the colors would hurt your eyes. Not a style that I would personally pick but it was a style for a whole decade.