Over the last years (initially part-time and currently full-time for the last year and a half), I've been working on a first-person adventure game project, called Valence, as the main programmer and technical artist.
The game is still in active development, but I would like to showcase the trailer and leave here the initial concepts and 3D work that helped define the look of the game.
I've decided to start publishing my art-creation content like: doodles, watercolour and acrylic painting on my Instagram account Jubineil.
The objective is to post just that type of content in one place with a lot more frequency.
Below are some examples of the album I call "Mix media season 1", that I started in 2022, that can now be seen on my Instagram account. I will be add more to this collection until the end of 2023.
So my objective was to test my Blueprint code and UI skills in Unreal Engine 4, by using the Deep Sea Adventure Board Game as the object of study. I choose this game because of its elegant and minimalist mechanics and I assumed it could be done during a two-week vacation back in 2020. It actually took me 228 hours to complete it.
All the art was made by me in an attempt to see if I could replicate the original material and the remaining UI elements were trying to make something that followed the same aesthetics.
Wireframe V1
The following video shows the implemented UI and gameplay end result in Unreal. It can be played from 1 to 6 players on a single PC screen, by playing and then passing their turn.
Unreal Gameplay
While developing this version, I notice multiple usability problems that I tried to solve in a second UI Interaction. The problems were:
Having too much information on the screen makes it difficult to understand the game rules and the action to play
Converting the physical game to 3D would beneficiate from simulating the eye movement in a real game, instead of being so quick. More animations like the removal of empty space; the diver consuming oxygen, etc.
The Play and Pass mechanic would work better on a mobile device.
If I were to continue to work on these problems I would update the Unreal UI to use the V2 High Fidelity wireframes. Comparing with the first iteration, the player is only able to see the actions for the current that game stage and not all at the same time. This means a lot less info on the screen.
Over the last 6 years (at 15 June 2021) I've been working as a Technical Artist at Abyssal. In those years I helped built realistic underwater environments, construct level design for simulated missions, assemble UI and very recently create product wireframes. Most of my work also evolves programming tools using blueprints and a little bit of c++, develop master materials for Offshore rigs with biofouling and create visual effects for realtime using Unreal Engine. All of this to train pilots in the Abyssal Simulator and help them plan and visualize the 3D worksite using the Offshore application.
The journey was incredible and now Abyssal is part of a bigger company, the Ocean Infinity. Here are some of the highlights of the work that is public and I'm really proud of, more can be found at Abyssal.eu.