Home 3D Art Showcase & Critiques

[Godot] Galaxy Drift - Pre-rendered Isometric Racer Art Blast!

polycounter lvl 13
Offline / Send Message
Zedblade polycounter lvl 13
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:




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:

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.

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



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.


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.



Stay tuned, I'll update with more info and screenshots from across the entire game.

Replies

  • Zedblade
    Offline / Send Message
    Zedblade polycounter lvl 13
    More info to come. I hit save on the draft page and apparently that Posts... :#
  • kanga
    Offline / Send Message
    kanga quad damage
    Very flashy.
    This is just personal but seeing how this has been up for a while and has no comments I thought I would try to help.

    Your poster image is unreadable. I cant see what it is. It looks like part of a pinball machine. The tracks and the ships are confusing to look at. You have large graphic and emission elements that fight for the viewers attention. Study how to compose and orchestrate design components to tell a visual story.
  • DrunkShaman
    Offline / Send Message
    DrunkShaman polycounter lvl 15
    Many of the gems gets pushed from the first page. It is sad. The poster image is a part of the race track from his game, if you grew up playing these sort of games.

    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.

Sign In or Register to comment.