Amon is a 3D puzzle adventure game school project made in 3 months using Unity with a team of 4 as part of the Interactive Digital Experience Designer course.
To solve the puzzles on their way, the player can guide their sheeps with a bell and transform them in various creatures depending of the type of terrain using a divine rod bestowed onto them by a compationate goddess.
We designed this experience as an adventure on the theme of transhumance where you can explore, alongside your sheeps, colorful environments inspired by the Mediterranean's landscapes. The final production was a demonstration prototype close to a vertical slice.
+ Programmer, Game Designer
The landscapes in Astera have been sculpted by the gods and infused by their energy. This energy travels through cyan veins that trace a variety of patterns that can indicate to the player which types of terrain he is about to use his rod on.
Its power is to push and destroy, therefore its design is reminiscent of a battering ram, with a flaring shape to allow the player (that wil usually be behind when summoning it) to get to see the creature properly.
This creature floats in the body of water Amon summoned it in and can either spit water where Amon need it to, or carry him on its back and propell itself backward by blowing a raspberry.
Emerging from the sand and digging back in it, this summon plays, gameplaywise, with verticality as it can be used as a plateform, a hammer or to make sheep cross an obstacle by travelling in the sand beneath.
This summon takes the form of an ever rolling bowling ball that propell its fiery energy in the objects in collides with. This design allows for interesting gameplay situation with the craters in the volcanic area.
A goddess who took pity on Amon.
The goddess that punished Amon for entering Astera.
Blender
3 437 triangles
Blender
9 684 triangles
Blender, Substance Designer/Painter
1 651 triangles
Blender (geometry nodes), Substance Designer
294 triangles
Blender (geometry nodes), Substance Designer
174 triangles
Blender, Unity (shader graph)
I designed a procedural 3D texture computed in the shader so that the veins can remains consistent in scale, absence of seams etc... throughout the scene.
I designed a procedural 3D texture computed in the shader so that the veins can remains consistent (scale, absence of seams...) throughout the scene.
Unity (VFX graph)
Blender, Unity (shader graph)
For a less noisy look, the normals of the planes making the leaves were modified to follow the convex hull of the bush. To animate the wind flowing through the vegetation, I used pivot caching in the vertex color so that each branch can have its own motion.
For a less noisy look, the normals of the planes making the leaves were modified to follow the convex hull of the bush. To animate the wind flowing through the vegetation, I used pivot caching in the vertex color so that each branch can have its own motion.