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6th Semester 2021, 1 month

Restrictions      Create a stylized landscape 3D environment 
Programs          UE4, Blender, Substance Painter, Photohsop. 

 

香港 HK LOGISTICS

香港 HK LOGISTICS

HK LOGISTICS is a 3D environment for games with an overarching theme: bridge. It can be explored and has interactions in form of crows that fly away when the player looks at them.

 

The boat cemetery is melancholic, always reminding us of a better past and showing that people do not care about them anymore. I also wanted to draw a parallel to homeless people sleeping under a bridge; they are alive but society does not care about them anymore

When creating the assets of HK LOGISTICS I primarily focused on tugboats. I focused on assets that can not only be used to decorate a boat but also be authentically placed in the environment. An old tire can have been washed ashore, a propeller could have been dislocated from a boat. 

 

The bridge has two different meshes: the road and the stilts. Since the bridge is under construction, poles that fell from the bridge, are now stuck in the earth below.

 

 

I decided on a limited material pool: concrete, plastic, and metal. Very little nature is under the bridge.

 

Level Design was a focus in the production since this is a game environment.  Non-swimmable water and different boats make up the game borders, stopping the player from going off bounds and blocking the view from certain angles.

 

The island is filled with many little spots of interest that the player can
explore. Some of them can only be reached by climbing a ladder, those give the player another perspective on the scene. 

The crows have an idle, a start flying, and a looped flying animation. A Spline in the crow actor determines what route the crow will fly. Crows gave the environment a more eerie and mysterious atmosphere. Crows are typical for cemeteries.

I learned how to use splines, Landscape, and the Water System inside UE4. Furthermore, I made landscape textures with an emphasis on repeatability and seamlessness, while maintaining the stylization of the assets.

I made a consistent, recognizable, and moody asset pack in a relatively short amount of time. The assets all fit into a theme and are unique.

I learned which assets are needed to create a believable game environment

I learned how to create a small scape world in a realistic setting with a specific theme.