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Super Lucky's Tale Environment


PROJECT SPECS

This Super Lucky’s Tale Environment was a month long project (60 hours in time) where I was given the choice to pursue a mock art test for my Art Creation 4 final project. The original concept was done by David Le Merrer, and was created for the game Super Lucky’s Tale developed by Playful Corp. I wanted to recreate a stylized environment, and was inspired by all the color and shape language of this particular concept, but also noticed the potential for building efficiently almost to the point of being modular.

  • 3DS Max was used for modeling all assets. Assets were prioritized into 3 levels of importance.

  • Textures were created in Photoshop/Substance Painter. All textures are atlas and utilize material ID’s for Unreal material instances. Generally speaking, 1 2k atlas texture contains all priority 1 assets, and another 2k atlas texture contains all priority 2 assets.

  • Tools in Unreal such as landscape, foliage, vertex painting, and material instances were used with meshes, cards, and textures to set dress the scene.

CONCEPT AND BREAKDOWN

The original concept was done by David Le Merrer in coordination with Playful Corp. on their game Super Lucky’s Tale. The breakdown shows the first step of my process in determining priority of the scene and ways that I could build up the environment with smaller pieces. The breakdown had to evolve as the assets were being made considering it’s hard to get variety in stylized environment pieces along with modularity.

SCENE RENDERS

MESH BREAKDOWN

A challenge I faced here was deciding how dense I wanted the curved assets to be so that they would read as curvy, but also be efficient for game performance standards. Rendered with textures in Unreal, screenshots of wire mesh in Max.

TEXTURES