01.
Goal
The primary goal was to create an engaging game demo and trailer within an 8-month timeframe. As the lead texturing artist, I faced several technical challenges, including optimizing texture files and fixing UV wrapping issues. Rendering within a tight 2.5-week window, with each frame taking 45-60 minutes, was particularly challenging. I overcame this by managing a distributed rendering process across 50 computers, ensuring no duplicate frames.
02.
Process
To create Lura Nova, the team and I employed unique approaches, such as using binaural audio to enhance the immersive experience and evoke a sense of panic in players. I hand-painted normal maps to add detail to the 3D models, which sped up the modeling process and allowed for quicker asset creation. Choosing tools like Substance Painter was crucial for its familiarity and speed, facilitating a streamlined workflow essential for our tight schedule.
03.
Results
The project met and exceeded expectations, earning our team the highest senior thesis grade in our major. We were proud of our accomplishments within the short timeframe, and the project received positive feedback for its visual and narrative elements at the senior show. The demo and trailer effectively showcased the game’s unique story and aesthetic.
From Lura Nova, I learned the importance of working under strict deadlines and optimizing game assets. I also gained valuable experience in creating multi-use textures and tackling technical challenges with creative solutions.
This project was special because it allowed me to develop and tell a unique story in a creative way. It pushed my imagination as an artist and tested my ability to solve technical problems while ensuring the narrative was effectively communicated. Lura Nova stands as a testament to the power of creative collaboration and technical proficiency in game development.