Somnus - 2016 (E3 Finalist)
Summary
In Somnus you play Melanie, a young shutterbug who wakes up in the middle of the night to find her two favorite stuffed animals have ventured into a mysterious dreamscape in her wardrobe. As Melanie you must help your stuffed companions make their way through the world using your magical camera to solve unique perspective illusions.
Art Design Process(Artdirector, Lighting, Texturing, Concept)
We had a game design that utilizes perspective illusions to manipulate the environment.
Urgent things to figure out :
1. I had to figure out how to make perspective illusion in UE4.
2. Defining what makes something wonderland feeling.
3. Concept & Theme of the Game.
What I Figured out :
1. Our perspective illusion puzzle heavily depends on where players are standing and what POV the charater has, so we determined where player will be at when they solve the puzzle and what angle they have to look at the image to solve the puzzle. I placed the camera where the player will be at and take a screen shot of the puzzle area. I imported the camera and images in Maya to tweak the scene and I exported those assets (including camera) to Mudbox to create a illusion puzzle.
2. For the project, I've researched about weird and strange objects to make this world feel like wonderland. I had to answer questions like 'Why do people think these things are strange'.
I found that, for example, a mushroom size is usually very small, but if it gets much larger, it becomes fantastical. So, our perception of some objects are already carved in our brain, but if it goes outside of what we consider 'normal', it becomes fantasy.
3. Without defining theme in the level, it is difficult to come up with concept ideas. So, we decided on two level themes, a fantasy garden with glowing plants and giant mushrooms, and a waterfall with sea creatures and level elements trapped in bubbles.
First(Concept art)
I have drawn concept art to give visual direction to the game.
Concept art
Click images below to see large image
Second(Modeling & Texturing)
We created base objects to see how it looks in game.
We tried to keep them modular to use them throughout the game.
We would share texture sheets between models to help with engine performance.
Leaf Texture
Plane cards
Some assets that are created in early stage
Plan cards + Alpha
Plan cards + Alpha + Diffuse
More assets
Third(Lighting, Postprocess & Placement of Objects)
Base setup
Early stage:
I made base terrain shapes and forms based on level design and created 3 different terrain textures that blend into each other. I placed bushes, walls and rocks in a way that can guide player where they have to go.
I utilized a lot of arch shapes to give players a clear idea of where they need to go.
To hide the area where terrain and objects intersect, I placed grass and other props.
End stage:
I wanted the environment to feel more alive, so I put flowers on
specific meshes in a way that they would subtlety look like eyes.
PostProcess
Early stage:
I disabled the 'eye adaption' fuction to not get distracted when I am experimenting with lights.
I also set 'bloom' to 0 for the same purpose.
End stage:
1. I turned on Bloom and adjust different amounts depending on location.
2. I adjusted 'Color correction' to make the area feel more to theme of the level.
3. I edited exponential fog values that keep changing depending on location to give more depth to the world.
Lighting
Early stage:
To start, I put only a single directional light for each level to determine where the light shines.
The light has to motivate the player, so I set up the light in a way that guides players.
They are highlights on where player should go.
I started looking at values of the scene by making it greyscale
End stage:
More spot lights and point lights are added to light up dark area.
I changed the color of some specific lights so that when they are in the area, they feel cozy and warm.
Final adjustment
Thank you for visiting.
Team member
Designer & Programmer
Producer & Programmer
Lead Designer
Ui/UX Artist
Rigger
Composer
Technical Artist
Audio Lead
Technical Director
Sound Designer
Dustin Williams
Art Director
Jaewoo Kim
Character artist
Software Used :