Hey Polycount!
I’d like to share with you some of the work we've been doing on NoseBound, a stylized noir adventure game developed under my indie label Quarantine Interactive.
NoseBound is a serialized, point-and-click detective game set in a surreal, dark, and gritty city inspired by 1940s noir cinema, with elements of psychological horror and the paranormal. You play as Ray Hammond, a cynical private eye drawn into a twisted case that spirals into cults, conspiracies, and eldritch horror.
Visually, NoseBound leans heavily on the noir aesthetic: harsh lighting, strong contrast, hand-painted textures, and stylized proportions. Our goal was to evoke the mood and atmosphere of classic noir films, while still allowing for expressive animation and interactive storytelling.
I’ve handled all character designs, modeling, rigging, texturing and key environment work, shaders, and integration into Unity. The entire project is built using Unity’s HDRP pipeline, optimized for performance while still allowing cinematic presentation.
Modeling & Sculpting: 3ds Max, ZBrush
Texturing: Substance Painter, Photoshop
Rendering & Lighting: Unity HDRP with custom shaders
Cutscenes & Animation: Adgenture Creator + Unity Timeline
FX & Shaders: Unity Shader Graph + particle systems
Workflow: Fully indie — small team, big hats!
This game has been in development on and off for more than ten years — between freelance gigs and studio contracts. It’s deeply personal and a true labor of love. We were lucky enough to receive an official grant (FONSOFT) to support development, and the game is currently available on Steam & Play Demo here → Steam Page
Here are some shots of the characters, environments, and animation tests from the game. Feedback is more than welcome (not that we can change anything now, but if we can raise enough interest to make a sequel, we'll definitely appreciate any feedback given on this forum) As a 3D artist this place has been always a playground and kind of a school for so many years.
I’d be happy to answer questions about the production, pipeline, or anything technical you’re curious about!
Thanks for reading,
—Diego M. Martinez
ArtStation Portfolio
RAY HAMMOND - PRIVATE DETECTIVE - Game character rendered in Marmoset
RAY HAMMOND - PRIVATE DETECTIVE - Zbrush Highpoly
CULT MEMBER - Zbrush Highpoly
CULT MEMBER - Game Character
ROVASIO - One of the Cult Leaders
SMITY - One of the missing persons
LIZ KOVACS - The case
THE GAME - STORE PAGE AND SCREENSHOTS
I hope you like this post and the story around this game. I know it's not perfect but I did my best and put a lot of work into this. Comments and questions are always welcome!
Replies
I like point-and-click and detective games, so I might give the demo a spin when I find the time.
One feedback I'd have is that while I think the art direction is a fitting choice, replacing the blob shadows with actual ones (e.g. via depth maps in case of 2.5 D) would add a lot to the atmosphere. For the best result, you'd have to do several background textures for several lights, but it might be worth it.
https://store.steampowered.com/app/340020/NoseBound/