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Site 57 : Celestial Ruins (UE Group Project at Seneca College)

A team of scientists set out to explore and research undiscovered creature remains and a mysterious temple of unknown origin. Inside the temple is a makeshift lab where the team carries out their studies. The player is able to collect samples, explore the territory, open and close doors, as well as test the samples at the lab.

The project topics and settings were assigned to us using a randomizer curated by the coordinator of the program, Professor Eyal Assaf.
The settings were:
Exterior Temple, Interior Crew Quarters / Office / Lab Space
Architecture Style: Modern - Modifiers: Prehistoric, Apocalyptic, Rock/Concrete/Clay
Visual Style: Realism / Hyper-realism - Modifier: Photographic
Environment Condition: Aurora - Modifier: Twilight / Night, Arid / High Desert
Absurdities: Dinosaurs / Large Creatures
We were given liberty to interpret the modifiers as we wanted in the context of our project idea.

As the Lead Game Artist in this project, I was responsible to make sure the asset style consistency, maintaining theme by applying our determined materials. I personally created the very first interior room including modular walls, procedural pillars, braziers, walkie talkie, main temple giant pillars surrounding the goddess (as a hero prop), typography, storyboard and some minimal vfx like sand effects on texts and logo revealing fx stuffs like that.

I cant explain how good were Greg as an Art Director, Catherine as the Project Manager, Chinar as our Level Designer and Anirudh as the Technical Lead we all did splendid and so much challenging job done in a limited timeline. Highly appreciating! 🙌🤘

Ultra Dynamic Sky from the Unreal Engine Marketplace. Background mountain, foliage assets and textures: Quixel Megascans.

#seneca #games #digitalsculpting #leveldesign

My Part : Entrance chamber room of the temple consists with modular wall pieces, procedural pillars an brazier. Also corridor pillars, hero prop Giant Pillars in the prayer hall, walkietalkie in the lab, Icon vfx, Typography, storyboard, UI design.

Real time recording of the level. Enjoy!

2d rough storyboard behind the cinematics has done by me in Photoshop.

2d rough storyboard behind the cinematics has done by me in Photoshop.

The procedural Pillars : Houdini to Unreal Pipeline

Placing procedural pillars inside the Chamber room (UE)

procedural pillar rendered with marmoset

procedural pillar rendered with marmoset

procedural pillar rendered with marmoset : 2

procedural pillar rendered with marmoset : 2

Interior Layout design for the chamber room with Illustrator

Interior Layout design for the chamber room with Illustrator

Modular wall pieces and pillar for chamber room : rendered with Marmoset

Modular wall pieces and pillar for chamber room : rendered with Marmoset

Modular pieces of Chamber room's wall, pillar and floor

Modular pieces of Chamber room's wall, pillar and floor

Chamber room inside unreal (The Giant door is created by Catherine Claveau)

Chamber room inside unreal (The Giant door is created by Catherine Claveau)

Chamber room inside unreal (The entrance door is created by Catherine Claveau)

Chamber room inside unreal (The entrance door is created by Catherine Claveau)

Chamber room entry view (procedural stairs are created by Anirudh Kodial)

Chamber room entry view (procedural stairs are created by Anirudh Kodial)

Capture : Deity statue by Greg Muhlbock, Giant pillars by me.

Capture : Deity statue by Greg Muhlbock, Giant pillars by me.

Shot 1 : Giant Pillars b&w inside unreal engine

Shot 1 : Giant Pillars b&w inside unreal engine

Shot 1 : Giant Pillars light and PBR inside unreal engine

Shot 1 : Giant Pillars light and PBR inside unreal engine

Shot 1 : Giant Pillars wireframe inside unreal engine

Shot 1 : Giant Pillars wireframe inside unreal engine

Shot 2 : Giant Pillars b&w inside unreal engine

Shot 2 : Giant Pillars b&w inside unreal engine

Shot 2 : Giant Pillars light and PBR inside unreal engine

Shot 2 : Giant Pillars light and PBR inside unreal engine

Shot 2 : Giant Pillars wireframe inside unreal engine

Shot 2 : Giant Pillars wireframe inside unreal engine

Shot 3 : Giant Pillars b&w inside unreal engine

Shot 3 : Giant Pillars b&w inside unreal engine

Shot 3 : Giant Pillars light and PBR inside unreal engine

Shot 3 : Giant Pillars light and PBR inside unreal engine

Shot 3 : Giant Pillars wireframe inside unreal engine

Shot 3 : Giant Pillars wireframe inside unreal engine

Composition shot 1 (The brazier is modeled in maya, sculpted in Zbrush, textured and the crystal material is made in substance painter 3d)

Composition shot 1 (The brazier is modeled in maya, sculpted in Zbrush, textured and the crystal material is made in substance painter 3d)

Composition shot 2 (with post processing)

Composition shot 2 (with post processing)

Composition shot 3

Composition shot 3

Composition shot 3 (Exterior of the level) done by the level artist Chinar Vartak

Composition shot 3 (Exterior of the level) done by the level artist Chinar Vartak

Another detailed Hero prop : Walkie talkie done by me

Another detailed Hero prop : Walkie talkie done by me

Exterior level visual concept by me : night time fantasy look

Exterior level visual concept by me : night time fantasy look

Concept Art process : Step by step done with Photoshop

Concept Art process : Step by step done with Photoshop

Temple room : Concept art by me (mostly photo bashing) done in Photoshop

Temple room : Concept art by me (mostly photo bashing) done in Photoshop

UI visuals scratch concept done with Illustrator

UI visuals scratch concept done with Illustrator