Website powered by

Experiment 11022, making assets for LD51

This is a rough overview on how i was able to create all the assets for our submission "Experiment 11022" for Lundam Dare 51, since a couple people were wondering how we got the graphics as polished as we did, given the 3 days time restriction I had to make them, keep in mind I wasnt alone working on the game so I was able to focus on the modelling part for the first 2 days.
The process mostly just boils down to just using substance painter to texture quickly, using vertex painting to speed up the texture painting process and using trimsets for as many assets as possible to save me from creating unique materials and textures.
Also helps that we were able to go with a twin stick shooter so the assets dont need to be high quality as they arent seen up close

the player character and all the enemies in engine

the player character and all the enemies in engine

Modelling Process for the Player Character, same sort of process used for the enemy characters

Modelling Process for the Player Character, same sort of process used for the enemy characters

Enemy base model

Enemy base model

Enemy unique parts, add to the base model to make them look different

Enemy unique parts, add to the base model to make them look different

enemies built using the parts + base model

enemies built using the parts + base model

Trimsets high poly and low poly process

Trimsets high poly and low poly process

trimsets finished in substance painter

trimsets finished in substance painter

I use a 50cm-1M distance as it makes moving them around in UE5 with 50CM snapping grid very quick

I use a 50cm-1M distance as it makes moving them around in UE5 with 50CM snapping grid very quick

Example of model using multiple trimsets to avoid baking unique assets

Example of model using multiple trimsets to avoid baking unique assets

all the assets used in the game minus the floor

all the assets used in the game minus the floor

How the flooring was done

How the flooring was done