Art Production these past two weeks has primarily been focused on the Temple Area, which has been the focus of this first Spring sprint. A lot of this has been diverted to not only creating new assets, but updating our old ones (optimizing, (re)texturing, remaking). Moving forward, we’re going to be diverting more people to the Canyon Area, getting more finalized assets into the puzzles.
We’ve also been putting more focus on creating texture atlases, both to keep the material count down, and to make it easier to maintain a consistent style. A lot of the assets we created during Winter Quarter were textured independently of each other, or in groups of only a few like objects (columns, doorways, etc.). Even then the textures were individualized in such a way that they couldn’t be easily reused. We’re now trying to think a lot more about what textures are needed, and can be reused across a scene.
Here’s a sampling of Sprint 1 content that’s made it into Unity thus far
A few Concept Pieces