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
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.