Vengeance Incarnate development began with preparing 3D environment and assets. Initially, I wanted to work on this project in Unreal, so that’s where I made a base labyrinth (Afterlife) where all of the assets could be placed later on.
Unreal was completely new to me, so learning the basics required some time.
For creating simpler, 3D geometrical assets (like door) I decided to use Blender. I previously had experience with this software, so this part went quite swiftly.
For more complex models of creatures I decided to try out Maya. I’ve managed to make one untextured model of a mouse (I used the in-built template of a rat to start with). However, it took longer than anticipated and it wasn’t a model I could present in the finished game.
A summary of what was done in sprint 1:
- Made 3D Afterlife model in Unreal
- Prepared some of the 3D assets for the game, including door and mouse
