Just newly built on Dec 7th, 2013!
Here is the artwork from Babel’s first prototype, built in Unity and 3DS Max. Story and art driven, Babel was a challenging one month build because I had to ensure that the first chapter’s script was comprehensible to the world that I had to level design for, while keeping the authenticity of East Asian urbanity. I had over 75% of all model assets to complete for a six-minute puzzle game.
It is an experimentation with a painterly acrylic look to the art assets. The rest of the models – including the NPC – are created by Mikki Benaglia and Blake Withers. Rob Richard was the lead for programming, real-time deployment and optimization.
Gameplay: You throw a projectile to hack into electronics, in order to reveal game dialogue. We are going to continue to develop this gameplay mechanic further so that there’s more iterative puzzle solving.
Our timeline for this build:
2 weeks of preproduction: Script writing, script editing, level design, asset list, concept art, core systems
2 weeks of production: Voiceover recording, promotional printing materials, modelling assets, building the level, coding scripts, lighting, video editing
In engine (Unity):