Week 9 Reflection

Scopophobia Group Page Weekly Communication

It was only until now when I started to ‘lock in’. Due to retrospectively poor communication with our technical designer & programmer Yushan, I hadn’t produced assets which were most urgently needed, instead making the two toilets which were of lower importance and priority in this game’s developement.

I tried to communicate with my team more frequently & effectively.

I decided (or rather understood) then that as the level designer, it should be my responsibility to import my 3D assets into Unreal Engine 5.

Slack screenshot
Blender screenshot

Yushan procured lists of 3D models she most needed and I heeded them and made exactly what she needed. For this week, she most needed shelves and fridges for the supermarket as they were what players would be around the most, while also being vitally important to the level’s layout & design.

Learning from my previous mistakes, I made them modular, with their sizes being increments of one meter. This made them very easy to build levels in UE5 where they can be effortlessly snapped together.

I started by modelling them, then UV unwrapping them and using the unwrapped UVs as a reference for my hand painted charcoal base colour/diffuse texture in Krita.

I also made variations of them, with some being UV map trim sheet colour swaps to avoid immersion breaking repitition while others have a hole in them to store items players can pick up.

Using Krita, I also made roughness maps for majority of the models by duplicating the base colour/diffuse map, making it grayscale, then adjusting their lightness values to match the glossy-matte reflectiveness the material they’re representing should have.

Using the same workflow, I made a fridge-shelf hybrid and a background for the supermarket. The ceiling shares the same textures as the wall.

For the walls, I additionally used a metallic texture map, made with a near identical method as all my roughness textures, so that there is no reflection nor visual border between the ceiling and walls, creating the illusion of an endlessly tall interior. This will hopefully add to the players’ sense of scale & proportion being messed with, immersing the player in a phobia-indusing atmosphere.

Floor textures, I just made a tile that repeats in an array. Looking back I may have made this material too big, I made it 1k resolution when it could’ve been 512×512.

For the wall texture I’d originally wanted to hand-paint it in 1024×4096 resolution, then rearange it into a standard 2k resolution texture, however due to technical difficulties with Krita, I imported them with the weird resolution into UE5 and luckily it worked fine.

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