Project Overview

During the 2022 Global Game Jam in Brighton, I contributed as a 3D asset designer for Bloodlust, a third-person adventure game exploring the moral struggle of a newly turned vampire torn between feeding on villagers and protecting them. With a 48-hour time constraint, I created a variety of low-poly village assets to enrich the game's dark, immersive environment.

3D Asset Contributions

  • Village Props and Environment Objects: I modelled a diverse range of objects to populate the rural setting:
    • Gravestones, crops, tools, and other village essentials provided a cohesive, lived-in feel.
    • A detailed stone well, created using an array modifier with rotational adjustments to align bricks in a circular pattern.
  • Low-Poly Optimization: Designed all models with performance efficiency in mind, adhering to polygon count constraints suitable for real-time rendering.

Key Techniques and Tools

  • Blender Array Modifier: Used for repetitive structures, like brickwork on the well and stone walls, achieving consistent patterns efficiently.
  • Warp and Lattice Modifiers: Applied warping techniques to create organic curves and deformations for a natural appearance.
  • Subdivision and Decimation: Balanced detail with performance by selectively refining meshes.
  • UV Mapping and Basic Texturing: Ensured assets were textured efficiently for consistent visual style.

Collaboration and Workflow

  • Miro board and GDD: We utilised Miro for collaborative design, visualising gameplay mechanics, and refining the overall structure. Additionally, we created a comprehensive Game Design Document (GDD) to outline core mechanics, narrative direction, and art style, ensuring a cohesive vision across the team.
  • Integration with Game Engine: Exported optimized models for seamless import into the Unity game engine.
  • Team Coordination: Worked closely with designers and programmers to match asset requirements and visual themes.
  • Adaptability Under Time Constraints: Delivered high-quality assets within 48 hours, prioritizing key environmental elements while maintaining design consistency.
  • GitHub for Task Management: Utilized GitHub's task list feature (with "To Do," "In Progress," and "Done" labels) to effectively track and manage progress on various tasks.

Conclusion

Participating in Bloodlust for the Global Game Jam demonstrated my ability to produce polished, low-poly 3D models under intense deadlines. By leveraging Blender's powerful modelling tools and efficient workflows, I contributed to a richly atmospheric game world, showcasing both my technical proficiency and creative adaptability in a collaborative environment.