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Iconoclasm

Overview

 

Iconoclasm is a third-person hack and slash game that puts players in control of Los, the last survivor of the four vixens, to take down the Arcana and free the world by battling through waves of enemies and taking on bosses of massive scale. The game features a unique mechanic where players can unleash powerful special attacks, which vary depending on the amount of charges they have accumulated through dealing regular attacks. As players progress through the game, they must master their combat skills and strategize their attacks to overcome increasingly challenging foes and bosses. With stunning visuals and an engaging combat system, Iconoclasm offers an exciting and immersive gaming experience for fans of the hack and slash genre. 

Platform used: Custom C++ Engine

 

The Team

  • Designers: Gavin, Joel and Germaine 

  • Programmers: Keith, Bryan, Jia Keat, Yi Guan, Ching Yin, Matthias and Edwin

Responsibilities

  • Lead Artist 

  • Level Designer

  • User Interface Designer  

The Process

During the game development process, I worked closely with my design team to create a hack and slash game with an ambitious art style. Together, we dedicated a semester to prototyping the game to ensure that our envision could be achieved. We also invested significant effort in refining the gameplay mechanics, taking into consideration the needs of our programmers who had to develop a custom engine to support the gameplay and art style we wanted to achieve. 

User Interface and Experience

To start, I collaborated closely with our producer and design lead to discuss and develop mock up designs for the user interface and pop up displays for the game. For the boss health bar, our initial concept leaned towards a more minimalistic design that would not distract players. However, after conducting and research and reviewing more references, we agreed to move towards a more intricate art style that would have better aligned with the game's overall art style. To achieve this, we created unique health bars for each major boss fight encountered by the player by combining rendered 3D assets. For the player's user interface, we settled on using symbols situated at the bottom of the screen to provide feedback on the charges accumulated by the player. Throughout the development process, we also experimented on the size and placement of the UI elements. In addition, we also introduced an on-screen user interface component to indicate when the player had reached the maximum charge capacity. 

Choice of Art

Software used: Zbrush, 3DS Max, substance painter and photoshop
 

Our aim for Iconoclasm was to have a realistic art style with influences from art nouveau, while incorporating 3 distinct major bosses, 3 different levels and a variety of enemy types. To manage our scope of the project for the amount of time we had to complete the project, we made the decision to simplify the intricacy of the environment art style, ensuring that we could accomplish what was necessary within the time we had. 
To optimize our workflow, I focused on creating the most detailed model required, being the final boss. This also allowed my team member to step in to assist me with the retopology and rigging at an earlier stage. Doing this gave us ample time to address any potential issues that might surface later on. Our initial plan was to have the final boss model completed from the shoulder up. However, as the development progressed, we decided to extend the model down to the waist level, providing more flexibility in
incorporating combat mechanics into the game. For the environment and level design, our concept was to have the entire gameplay take place in a floating city in the sky. We incorporated a mix of varying heights, rocky formations and man made structures to simulate a war torn environment to enhance the player's experience. To ensure adaptability for future level design changes, the models were created in a modular manner for ease of adjustment where needed. I used Zbrush to add weathering effects to the brick pathways and model some of the terrain rocks and structures. To optimize performance within the game engine, the details from high polygon models were then baked onto lower polygon models.

Post-mortem 

Throughout the duration of this project, I had opportunities to work closely, receive feedback from team members and professors and to be able to actively incorporate into my work. This project has been instrumental in my personal growth as a designer and 3D artist. One notable area of improvement for me was in 3D modeling. Through receiving constructive feedback from my team, I was able to identify specific aspects of my models that could be improved to achieve a better level of realism. This feedback driven approach allowed me to explore different solutions and refine my 3D modelling techniques. I was also able to streamline my processes and make progress towards my desired outcomes in a more efficient manner. Overall, this project provided me with a valuable learning experience, not only in terms of improving my technical skills but by actively engaging in the iterative process, there was substantial growth as a designer and in my 3D modelling capabilities. 

Moving Forward 

Moving forward, I have plans to improve the game's visuals by creating additional environment textures for use. To do so, I am working on picking up substance designer to expand my skill sets in the 3D art development workflow and incorporating my existing 3D modelling and texturing knowledge to give me an edge in doing so. Updates to materials created for the game will be added below! 

Brick Tiling

Brick tiling is the first material I decided to create to replace existing tiles in the game. Being relatively new to using Substance Designer, I decided to start off by creating basic bricks with the tile sampler. Throughout the process, I explored mainly the tile sampler, noise effects, levels and blend modes to achieve the desired brick flooring effect.  In the gallery shown, it shows how some of these nodes were used to create masks for the base height and normal maps for the bricks and some weathering effects on it before other details such as cracks and holes on the bricks went in. 

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