Sprint 1

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.

Afterlife labyrinth model I made in Unreal

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.

Creating 3D model of door in Blender – 3x speed

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