3D Art

The art style evolved from the original painterly direction outlined in the project proposal to a darker, more grainy aesthetic that better suited the tone of the game.

This visual shift was achieved through a pipeline that began with modelling assets in Blender, followed by texture creation in Substance Painter, and implementation into Unity using realistic materials. These were then combined with a custom toon-style shader and pixelation filter implemented in Unity, designed to maintain a consistent stylised darkness across the environment while preserving material detail. A more detailed breakdown of the shader and post-processing work is covered in the Technical Art section of this portfolio.

It is important to note that the images below are not rendered under final in-game lighting conditions, and the appearance may differ slightly in the final build.


Environment Assets:


Props:


Narrative Detail:


A key focus throughout asset production was maintaining visual consistency across the environment. This was achieved through controlled material choices, consistent scale, and a unified texturing approach. Assets were designed not only as individual pieces but as part of a larger environment, ensuring they supported the overall atmosphere and tone of the game.