Hi everyone!
For our second-year project at LISAA, I was in charge of leading the Tech Art team alongside my teammates Nathan BENZAQUEN, Evan CAMIER, and Olmo VITARO-GIARDI. Our mission was to create the entire environment: shaders/materials, props, ambiance/post-processing, and overall optimization.
We only had a month and a half to make the game, so we had to be as efficient as possible. We faced several constraints, such as designing a FedEx-style gameplay experience, maintaining a low-poly art style with high-quality rendering, and working with a first-person character.
In the end, we created a game featuring two distinct zones (fire and ice), set within a stylized landscape.
My main role was to design a pipeline primarily based on Houdini for Unreal Engine: I developed tools (for vegetation, rocks, icicles, etc.) to provide maximum flexibility for prop iteration. This allowed my teammates to have greater artistic control to match specific concept art. I also created all the vegetation props and set up the heightfields.
It was a massive team effort, and we established a precise and efficient pipeline to make the most of the short development time.
Credits for the other departments teams :
Concept Art :
TURK Adriel
PRELY Mario
HEMPEL Kilian
MARTY-EUGENE Augustin
WU Sophie
SAADATI Kamand
AIT Shaines
Game Design :
ZIMMERMANN Nicolas
WU Anthony
GAONACH Yann
DESILE Frederique
Huge thanks to my team for this amazing experience!
I hope you enjoyed the project!
Fire Level
Ice Level
Vegetation props made in Houdini
Vegetal receipt lava
Lava Effect
Props fire vegetal
Props fire vegetal
Props fire vegetal
Props fire vegetal
Props fire vegetal
Props fire vegetal
Mushroom Ice Vegetal
Props Ice Vegetal
Props Ice Vegetal
Props Ice Vegetal
Props Ice Vegetal
Icicles tool
Rocks Generations HDA used for for the rocks props
Terrains creation in Houdini