Last week, Snowman and I posted our first glimpse into the world of Alto’s Adventure with our debut teaser trailer – it may be short, aiming only to set the scene at this early stage, but it packs in plenty of clues about how you’ll be spending your time on the mountainside. Keep your eyes peeled for our dynamic weather & lighting in action as well as few moments of actual gameplay!
This is the second in an ongoing series of Unity related posts. Click here to read part one and try the day/night demo.
The next thing I set out to develop in Unity was a simple, touch controller ‘avatar’ that could move with a natural, fluid motion – the idea being that this simple interaction would be rewarding in it’s own right. I was hugely inspired by Journey for PS3, and how the players movements made up a large part of the overall experience – simply travelling through the world became one of the biggest rewards for playing the game.
Last year, I began a several-month-long process of learning to use Unity – a highly accessible, cross platform 3D game engine – with the ultimate goal of exploring it’s potential to create an interactive ‘toy’ along the same lines as Windosill by Vectorpark.
In the process I built a series of experiments, each focusing on different aspects of the engine and all contributing towards a final “proof of concept” design. It’s unlikely that these experiments will become part of a finished project in their own right, so I’m keen to share them here, with a few things I learned along the way.
The model below is the result of little self-initiated project, designed to help me get to grips with realtime hardware rendering in the Maya viewport. I also wanted to establish a complete workflow from design concept all the way through to modelling, texture mapping and CGFX shader rendering (which led to so some unexpected and rather confusing shader coding efforts!) and produce something that maintained a strong illustrative style throughout. The whole thing turned out to be much more interesting and enjoyable than I expected, so I decided to write a bit about my process below and include a few of my progress shots.