Hellenistic era inspired level. Architecture assets are historically accurate. Level is completely animated by myself.
In the future, I will upload the character designs, animations and tools made by myself used here.
For this project I combined different areas of expertise:
3D MODELLING
The strong part of this project, along with the procedural animation part, is the 3D art, in which I have worked a lot. All you can see in this demo is not only modelled by me, but also texturized and baked by me, execpt for the jars and water material. The character is completely sculpted, modelled, rigged and skinned by myself, you can check the model and the high poly baked mesh in my Artstation. Much of the materials have been made by making high poly models esculpted in Zbrush, making them completelly unique.
PROCEDURAL ANIMATION:
All the cloth in this demo is using a custom physics component I programmed for Unity that uses the classic spring mass aproximation to simulate cloth behaviours. It is able to solve physics either explictily or using more complex aproximations like RK4 or simplectic euler. It is also prepared for computing wing forces and penalty forces resultant from collisions using a completely implicit aproximation to achieve a more realistic feel.
Classic animations have also been made for this demo, some of them have been taken for mixamo and have been manually modified in order to match the movements of the character in this demo. Others have been completely done from scratch.
GAMEPLAY PROGRAMMING
This interactuable demo have scripts implemented for the IA of the NPCs, some game object behaviours, scripted events and such. A combo system have also been implemented for the character.
LEVEL DESIGN
Structure of the level and scripted events have been carefully planned in order to achieve a real waltk thorugh a level experience. The lightning, postprocessing techniques and overall presentation of the level have also been thoroughly worked on.