DESIGN PILLARS
Our team wanted to create a story-driven game centered around Mesoamerican culture and values.
We defined three design goals:
- The game must respect and not misrepresent Nahuales and Mesoamerican culture.
- Teach the player about Nahuales and Mesoamerican culture through a fictional narrative.
- Gameplay systems and interactions must imply a positive connection between nature and humans.
DESIGNING AND IMPLEMENTING SYSTEMS
Audio Systems:
I designed and implemented music and sound systems to work with Unity's built-in audio engine
- Adaptive Music: This allowed us to change the music and layers in real-time based on the state of the game.
- Natural Ambient Soundscapes: This system allowed us to emulate a natural soundscape in a predefined area using several audio sources that would change position in real-time. This was used to emulate birds, frogs, and people in a pre-defined area.
- Adaptive Terrain Footsteps: This system allowed us to to change footsteps in real-time using a raycast shot from the foot downwards that would collect information on the terrain's texture. That information would then be used to select which collection of footstep sounds would play.
Puzzle System:
I assisted in the design and implementation of puzzles and their components.
- Animal Interactions: I assisted in the design and implementation of animal interactions and working with animals to solve puzzles via Cinemachine and Timeline.
- Spirit World Toggle: I assisted in designing mechanic to switch between a spirit form of the main character and their physical form. During this transformation, the player is able to interact with animals and see parts of the world as how it used to be. These visions of the past help the player solve puzzles.
- Push/Pull: I assisted in designing a push/pull mechanic that allowed the player to interact with objects from any direction.
- Rotation: I assisted in designing a rotation system using raycasts to detect when they were aligned with with the object of importance.
SOLIDIFYING ART PIPELINE
When our team was beginning to define the game's art style we refrenced our design pillars to explore our options and found two main inspirations:
- Hand-carved wooden figures
- Alebrijes paint patterns
Both had strong connections to mesoamerica and most of our team had grown up with these figures therefore we had a lot of reference material to work with.
Process:
- We created a 3D art mood board that was focused on defining the general shape of models
- We created a Texturing mood board focused on the painted design patterns on alebrijes.
- We created low-poly models to accentuate the rigidness of faces similar to carved figures.
- We decided to paint textures directly on to models instead of UV unwraping to reflect the painting process by alebrije makers.