Animation
My animations include Kairo and enemies. Made with Autodesk Maya.
Kairo's animations include idle, walk, run, jump, climb, spell, faint, and artifact collection.
Each enemy has three phases, with each phase having a walk, run, spot, and attack animation.
Lighting
Inspired by classic PS1-style games, I aimed to create a similar atmosphere in my project. I focused on optimizing the lighting as I illuminated each room. Every surface has a slight emission, which helps minimize the amount of lights needed to brighten the scene. I also utilized the maximum draw distance to ensure that lights in future rooms gradually fade out, saving computing power during gameplay. Additionally, I developed a pixelated shader that mimics the low-resolution graphics found in retro games. By choosing the appropriate types of lights and effectively using the draw distance, the game runs smoothly at 60 FPS, even with the post-process pixelated shader applied.

Corrupted Tree (Level 3)

Corrupted Tree (Level 2)

Waterfall

UV Lightroom (Level 3)

UV Lightroom (Level 2)

Shrine

Watch Room

Detailed Lighting View

Detailed Lighting View
Surfacing
Below are the assets I textured using Adobe Substance Painter
Rigging
I collaborated with my teammate Elizabeth James to rig the first phase of the rat enemy model.
In Game Screenshots





