Website powered by

Procedural Low Poly City

Explanation of some elements being present within a game that was produced with Nathan Franco who was in charge of game design and programming : https://www.nathanfrancostucklin.net/

With the exception of some facade elements produced on 3DSMax to save some production time. The modeling was produced on Houdini. Then level building and lighting were produced on Unity.

Screenshot in game

Screenshot in game

[Unity] Before lighting

[Unity] Before lighting

[GIF] [Unity] Breakdown lighting

[GIF] [Unity] Breakdown lighting

[GIF] [Houdini] Shape of the boss modeled using a curve. Improve the iteration pipeline in a very efficient way

[GIF] [Houdini] Shape of the boss modeled using a curve. Improve the iteration pipeline in a very efficient way

[GIF] [Houdini] Breakdown of boss tentacle modeling

[GIF] [Houdini] Breakdown of boss tentacle modeling

[GIF] [Houdini] Assembly of a modular building facade

[GIF] [Houdini] Assembly of a modular building facade

[GIF] [Houdini] Road and barriers, two fundamental elements of level design. There was need to be able to edit to iterate

[GIF] [Houdini] Road and barriers, two fundamental elements of level design. There was need to be able to edit to iterate

[GIF] [Houdini] Road sign, main obstacle of the level design. As such, it was necessary to give a tool that allows to make all shapes and sizes.

[GIF] [Houdini] Road sign, main obstacle of the level design. As such, it was necessary to give a tool that allows to make all shapes and sizes.

[GIF] [Houdini] Basic destruction located on buildings across the road used as an obstacle to the player.

[GIF] [Houdini] Basic destruction located on buildings across the road used as an obstacle to the player.

[Houdini] Some examples of objects composing the environment modeled

[Houdini] Some examples of objects composing the environment modeled