Natalia DaLomba's profile

Witch's Camp Environment Kit

For my final game capstone class, I chose to branch off and create a project with an environment of my choice. This would help hone my skills in the following categories using Photoshop, Blender and Unity:

1. Concept Art & Texture Maps
2. 3D Modeling
3. Animator System
4. Cloth System & Particle Effects

I chose to set the project in a swampy sort of biome and it would be a witch's camp. I released the assets as a package to the Unity Asset Store.

This project has given me a lot of great experience in working on a solo Unity project as well as create an environment through many different types of assets of my own. I learned how to:

• Work with several different systems in Unity
• Export several animated models from Blender to Unity
• Create several textures
• Create world terrain
• Use an agile tracking workflow with Trello with tight deadlines
• Market my asset package on social media

Overall, this was really fun and satisfying experience!

Starting off with the first category, I created rough concept art to give me the best choices for plants, buildings, etc. that would fit. My intention is to nail down an intended style.

The player would be able to go inside the house once they walk close enough to the front door. There will be a trigger collider to bring the player to another scene which will be inside the witch's house. There can be two floors.
The piece below I stopped midway because I realized I was 3 hours in and I needed concept art of the overall environment in a much shorter amount of time. Subconsciously, I was trying to match the level of detail of finished art online that I liked. Reference is good, but concept art and sketching is the very first step in getting the desired feel. It shouldn't take all day.

With more practice, I have evolved with iterating over concept art much faster. Anyway, the concept art isn't apart of the finished product.
Swamp tree ideas for the environment.
When I first opened Unity, I created the textured terrain with trees, started the skybox and a pixie particle effect.
I adjusted the lighting, added fungi and even some that glow, pixies, blowing grass and a cauldron over a fire!
I began sketching out the title art for this project and I think it really came out great when I finished it!
Below is my first version of my trailer. I got a lot of great feedback on how to improve it which I worked on in the second version!
I learned how to create more optimized models with LOD groups.
I kept experimenting with more overhang to make the player feel the swamp is all around them. I also improved a lot of the textures and I created a new tree model and scaled it up.
Adding a fog particle effect really brought the environment to life as intended!
My brother, Carlos DaLomba, created the short music clip for my second version of my trailer!
On my final capstone night, I had my package in progress playtested by teachers, students and others that came to see what we were up to!
I got the Witch's House (low and high poly models) in along with some clothes drying on a clothesline nearby!
I started to work on my second scene where the player would walk up to the front door of the house, the screen would fade to black and then you would appear inside the first floor of the house! I learned so much about modular buildings here!
I created so many assets within a few days and realized where I needed to scope down like having a second floor. I'm very happy with the results, though!
I then began preparing the package to be submitted to the Unity Asset Store!
Witch's Camp Environment Kit
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Witch's Camp Environment Kit

My game capstone project that explores concept art, texturing, 3D modeling, the Animator System, Cloth System and Particle Effects.

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