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Environment Beauty Shots

This project was a project where I attempted to remaster the retro game Double Dragon. A playable version of it is here: 

https://itch.io/jam/game-jam-2-fighting-game-2022/rate/1787471

Here's a quick gameplay video:

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Materials - Substance Designer
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Modular Kit
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Project - Breakdown

This was a two week long project in which I attempted to create a tech demo for a double dragon remaster (because the original was awesome).

What follows is a brief breakdown of the how this project came together!

for a more in-depth breakdown check out my Dev diary for this project: 

Materials
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All of the materials used in this project were either tiled or setup as tri-planer, nothing was unwrapped and some Material ID's were used to separate elements of mesh's that required specific textures. ​ The material creation process started with this greyscale noise tile, which formed the base of all of the pixelated noise for ever material in the level because my initial materials looked slightly off if their noise patterns were slightly off . Using this ensured all materials had a uniform "pixelation"  so they didn't feel out of place, below were some early iterations using this base noise node.

Side walk / Pavement
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Building Bricks
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Building Pillars
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External wall concreted (Worn)
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Neon Sign
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This material is the one I'm most proud of. All of the neon signs in the game were created using the same material, with small changes to text

This saved me a lot of time and let me begin to bring some narrative to the environment.

When i did this I changed the text in substance, but now I would create this mostly in Unity, to save even more time!

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Garage Door / Metal Wall
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Building Windows
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Environment

My ethos throughout this project was iteration, even though I was short of time I felt it was important to continuously look for feedback and make changes to create the best looking environment possible. The first iterations of this project were 2D - as my original plan was to produce a 2D tech demo!
 

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Early testing gave me a chance to play with the sprite lighting options and I was really interested in creating a nice lighting atmosphere but there were limits to the shadow casting objects, which, alongside a burning desire to work in 3D led me to try and build something in 3D as a quick proof of concept

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Using 3D lighting meant shadow casting could be done in a more traditional way I didn't have to cut shadow caster shapes. The downside of working in 3D was the sudden need to produce a lot of Art assets so i set out to make this as easy  and fast as possible but without compromising on the quality

I made two decisions at this point, firstly I wasn't going to unwrap anything (to save time) but also because the pixel-art style of the materials meant surface detail wasn't going to be too important, so I would use material IDs and tillable materials to create all texture data

The second decision was to use Tri-planar materials because this would allow me to tile materials infinitely without worrying about object positioning

Below is an early tri-planar test followed by some development screenshots of the world building process

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Code

Character Class

Alongside all the art I was also responsible for the code,  I really wanted to try and experiment with some code concepts that I hadn't been too interested in trying before, Inheritance, Encapsulation and Polymorphism and Ill admit now to stop you finding out any later - The project ran right up to the wire which meant i fell back into some old programming habits, but I did start with good intentions!"

Player class

Inherits from the character class so is pretty streamlined but in essence controls the player character behaviour.

Enemy class

Should have inherited from character but i had like an hour to write this so just wrote the enemy behaviour as simply as I could

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