Practical Info
- Artwork & World Concept
- School Project (Turned Passion Project)
- June 2024
- Solo
- Unity
- Blender
- Substance Painter
- Substance Sampler
- Photoshop
What Is Shrouded Cliffs?
Shrouded Cliffs is a stylized environment artwork, depicting a world of crumbling cliffs & thin, rocky pillars emerging from mysterious fog filled with harrowing creatures.
It came to be during my studies at Digital Arts & Entertainment as the result of the final assignment for the Game Art 3 course, but I fell in love with the setting and started working on further fleshing out the world behind it as well as a game concept taking place within it.
World Design Breakdown
My goal with this concept is turn it into a game all about hanging in there, even when it feels like everything is out to get you.
About surviving in a world where everything wants you dead and you're always just barely surviving on the last of your resources.
Below is a little introduction to the story behind the world, told from the perspective of a leading figure among the people of the Plateaus, a group of rocky "islands" emerging from the Fog.
Story Sample
This planet wants us dead.
Everything in this place is just dying to get their hands on us.
From the thick, noxious fog to the nightmarish creatures that make it their home, to the nightmarish creatures that don't and decided to make their nests up in the mountain peaks instead.
And they're all after the same thing: those damn Mistblossoms.
But the worst part is, we're no different.
We need them, we crave them.
Just like those creatures crave them to satisfy their never-ending appetite, if it weren't for those fruits, we wouldn't survive a week in this place.
Our Pollinators, our Towers, everything runs on whatever it is that's inside those godforsaken clusters of thorns & lights.
Now normally, this is the part where I would say "Luckily they grow back almost disturbingly quickly and through collaboration & careful planning, we've actually managed to make ourselves as much of a home as is possible in a place like this".
But lately we've barely been getting any Blossoms in the Upper Layers, leaving Ronan & the rest of the Harvesters with no choice but to rappel further & further down with each passing day.
You won't hear them complain, yet I can't image they're thrilled to be attending funeral ceremonies of their men what feels like every other day at this point.
There's a lot of theories going around about what could be causing the scarcity.
Some say the Fog has grown too thick, others say the weather has gotten too cold.
Heck, there's even people who think the planet is alive and that now it's caught some kind of disease.
Honestly, I wish they were right. Then maybe we could just throw a hot cup of tea and a warm blanket into the Rift and there you go, crisis averted.
All I know is, morale is at an all-time low and we've been at the last of our food supply for weeks.
And if things don't get better soon, not knowing why we got into this mess is going to be the least of our troubles.
So yes, alive or not, I can't deny this planet wants to be rid of us. The only question is: how much longer before we just let it?
Technical Execution
The Game Art assignment consisted of creating a stylized environment in Unity HDRP.
We were given a lot of freedom, with our only real requirements being to make use of modular assets, a custom shader and vertex painting.
The focus was more so on creating an interesting overall concept/scene (with a good composition, colors, etc.), rather than the perfect execution of the individual parts.
What I Learned
I think the most valuable thing I learned from this project is related to time management. We were encouraged to make a thorough planning for the assignment and that's exactly what I did.
Through time estimations & time-tracking, I managed to get a better understanding of how long things take me personally and learned to plan & adapt accordingly.
On the technical side of things, I learned a lot about creating shaders using Unity's Shader Graph and optimizing your scene for performance (using static batching & LODs).