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Gothic Tower Scene

This project is the result of a university task, spread over two courses, each spanning 6 weeks (the house having been completed on 01.04.2024, and the Unity scene on 30.06.2024). One involved us concepting, modeling, and texturing a treehouse/tree structure, the other involved us creating a Unity scene with heavy emphasis on atmosphere and environment, using the house created previously as a centerpiece. This was all quite a challenge at the time as this was my first ever experience working with 3D, having been an exclusively 2D artist up to that point)

I used gothic architecture as I found it the most interesting and challenging, especially considering the limit of polygons we had when creating the treehouse model, forcing me to optimize the model and find creative solutions for how to depict the intricate style without going over the limit.

I planned on building a night scene focused on atmosphere. The player would start in a dark cave, only lit at the entrance by a lantern to guide them outwards where they would immediately see the tree house/tower as a centerpiece, fogged up and imposing. The path would then lead to a graveyard with swords scattered all over, as well as a mysterious pit with a deep humming from within. This would act like a wormhole that the player can jump in to be teleported back into the cave from the beginning.

This is the list of credited assets that I used:
Models:
• Tombstone – Huanart (Used in the cemetery area of the scene)
o https://skfb.ly/6VLFZ
• Cemetery fountain – Ayouloo (Used in the cemetery area of the scene)
o https://skfb.ly/6XKOW
• Skull – assetfactory (Used as the collectible item)
o https://skfb.ly/owysB
• Modular medieval lanterns – Alexandr Voevodov (Used as the main light source outside of the moonlight, spread throughout the scene)
o https://assetstore.unity.com/packages/3d/environments/historic/modular-medieval-lanterns-85527
• Gardening tools – Donopardo (Used for the shovels placed next to the central grave in the cemetery section)
o https://assetstore.unity.com/packages/3d/props/tools/gardening-tools-pack-26-pbr-objects-183477
• Book of the Dead – Unity Technologies (Used for all of the foliage and for the ground textures)
o https://assetstore.unity.com/packages/essentials/tutorial-projects/book-of-the-dead-environment-hdrp-121175

Skybox:
• Kloppenheim_04 – Greg Zaal
o https://polyhaven.com/a/kloppenheim_04

Audio:
• Demonic whisper – Magnesus (Used when picking up the collectibles)
o https://freesound.org/people/Magnesus/sounds/438989/
• Cinematic deep rumble – Pixabay (Used for the deep humming of the wormhole)
o https://pixabay.com/sound-effects/cinematic-deep-rumble-6418/
• Shadow evil spell dark magic – EminYILDIRIM (Used for the teleportation of the player from the wormhole to the starting cave)
o https://freesound.org/people/EminYILDIRIM/sounds/559087/
• Thunder claps, single clap 01 – PNMCarrieRailfan (Used when the player collects all 5 skulls in the scene)
o https://freesound.org/people/PNMCarrieRailfan/sounds/682351/
• Cymatics - LIFE - Rain - Light 9.wav – “LIFE – Ambient Recordings” (Used for the main ambience in the scene)
o https://cymatics.fm/pages/free-download-vault

Player character:
• Mini first-person controller – Simon Pasi
o https://assetstore.unity.com/packages/tools/input-management/mini-first-person-controller-174710

Initial explorations for the treehouse assignment. I wanted to play with wildly different ideas, from cities built on the side of trees, to holograms. I ended up picking the othic aesthetic due to personal preference and the modeling it would require.

Initial explorations for the treehouse assignment. I wanted to play with wildly different ideas, from cities built on the side of trees, to holograms. I ended up picking the othic aesthetic due to personal preference and the modeling it would require.

Moodboard to set the overall aesthetic of the model and the vibe I would be recreating.

Moodboard to set the overall aesthetic of the model and the vibe I would be recreating.

Colored version of some of the concept art, setting the color palette the model would be using in the textures.

Colored version of some of the concept art, setting the color palette the model would be using in the textures.

Preview in Maya of the finished model. This ended up being very close to the polygon count limit, and thus I had to optimize as much as possible, teaching me about how to create game ready models.

Preview in Maya of the finished model. This ended up being very close to the polygon count limit, and thus I had to optimize as much as possible, teaching me about how to create game ready models.

Render of the finalized model and its textures under strong lighting. I tried having realistic textures that tell a story, making the tower very old, long standing.

Render of the finalized model and its textures under strong lighting. I tried having realistic textures that tell a story, making the tower very old, long standing.

Concept art for the second section of the project, the Unity scene and its specific points of interest. The most important and the centerpiece of it all being the first view of the tower as the player exists the cave they start in.

Concept art for the second section of the project, the Unity scene and its specific points of interest. The most important and the centerpiece of it all being the first view of the tower as the player exists the cave they start in.

Unity preview of scene layout.

Unity preview of scene layout.

Unity preview of scene layout.

Unity preview of scene layout.

Unity preview of scene layout.

Unity preview of scene layout.

Cinematic that was part of the assignment, built using Cinemachine. This showcases the scene through a long continuous shot, even demonstrating the wormhole's functionality.

In game view of the tower as you first exit the cave.

In game view of the tower as you first exit the cave.

In game view of the cave entrance.

In game view of the cave entrance.

Another in game view of the tower with a collectible in view, a magical skull.

Another in game view of the tower with a collectible in view, a magical skull.

In game view of the main area, the warriors' graveyard, a Berserk inspired section filled with weaponry sticking out of the ground.

In game view of the main area, the warriors' graveyard, a Berserk inspired section filled with weaponry sticking out of the ground.

In game view of the open grave in the cemetery.

In game view of the open grave in the cemetery.

In game view of the wormhole, a bottomless pit that when the player jumps into, they fall until they reach back into the start of the cave, defying physics and space.

In game view of the wormhole, a bottomless pit that when the player jumps into, they fall until they reach back into the start of the cave, defying physics and space.

In game view of the forest surroundings of the scene.

In game view of the forest surroundings of the scene.

Another atmospheric in game view of the gothic tower.

Another atmospheric in game view of the gothic tower.

Another atmospheric in game view of the gothic tower.

Another atmospheric in game view of the gothic tower.