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Sanity Shift Horror Game Assets

Sanity Shift Horror Game Assets

Project: These assets were created for a PC horror game project on that we named "Sanity Shift", in which our programmer had to build a custom engine. The project duration was 4 weeks and the team decided to go for the abandoned asylum scenario. The asylum is filled with mannequins, that would only stop when the light shines on them: flash light or room light. The player needs to strategically use batteries, fuses and lights to survive, unlock doors, gather resources and drive enemies away from room entrances. 
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Textures: The style was semi-realistic. What we managed to get in texturing wise was support for diffuse, normal and specular maps. For the specular maps, we used the alpha channel for the specularity/ shininess and for the specular color; and the normal layer for roughness, changing up the values in photoshop and exporting them in dds format. Side note: The specular looks way better in engine  
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Polycount: Since we were not sure about what the engine can handle, we would try to keep the polycount up to a max of 3000 polygons per asset. In the end the engine was optimized a lot and the game was running with about 8-10% of the GPU. So there could have been a lot more space for improvement and details.
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Combining objects and UVs: 
As we had to write the name of each object and texture map into the engine, and also for optimization, we decided to merge all objects present within one room and give them a single material. UVs were stacked as much as possible to keep the assets from being pixelated in this scenario. This prevented us from adding specific details for some meshes, as they would feel repetitive.
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The Uv's in Maya and some of the specular maps, as seen within the custom engine. 
Sanity Shift Horror Game Assets
Published:

Sanity Shift Horror Game Assets

Our student team made the horror game named "Sanity Shift". In this game you have to strategically collect fuses and preserve battery life in ord Read More

Published: