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Creeping

This is a progression of a piece in Unreal Engine 4 named Creeping. The original design was for a game pitch, called Night Terrors, based in a house that you had to sneak through, very similar to Little Nightmares. The pitch ended up being recycled, but I held onto the concept work I did for it and wanted to create a 3D version of what I envisioned the scene to be.

I've uploaded my process and adventure of narrowing down the scope of my ideas into one piece, as well as the detail renders from UE4 for further breakdowns. This is my first time working on a 1024 by 2048 atlas and using three different shaders (sharpen, cartoon lined, and cel-shading). Everything is either procedural or on one atlas, not including a few decals I included.

Final Render

Final Render

Base Color & AO Renders

Base Color & AO Renders

Metallic & Roughness Renders

Metallic & Roughness Renders

Detail Lighting & Lightmap Complexity Renders

Detail Lighting & Lightmap Complexity Renders

Lighting Complexity & Shader Complexity Renders

Lighting Complexity & Shader Complexity Renders

Back & Side Angle Renders

Back & Side Angle Renders

Added more environmental storytelling, updated textures, and masked off the background for renders. Soon to be complete. 3/17/2019

Added more environmental storytelling, updated textures, and masked off the background for renders. Soon to be complete. 3/17/2019

Readjusted lighting, changed color schemes and made some variations. I plan to have one more iteration before completion. 3/16/2019

Readjusted lighting, changed color schemes and made some variations. I plan to have one more iteration before completion. 3/16/2019

Updated lighting, post processing light effects, and started to move all textures to one atlas unless they were procedural. Also increased texel density of floor and wall. 3/13/2019

Updated lighting, post processing light effects, and started to move all textures to one atlas unless they were procedural. Also increased texel density of floor and wall. 3/13/2019

Updated picture frames, added a new window treatment, and outline shader.

Updated picture frames, added a new window treatment, and outline shader.

Iteration as of 3/10/19. Added bloom and iterated textures.

Iteration as of 3/10/19. Added bloom and iterated textures.

Second iteration of 3/9/19.  Adjusted the color schemes to try to find an interesting palette, but overall was unsatisfied with what was created.

Second iteration of 3/9/19. Adjusted the color schemes to try to find an interesting palette, but overall was unsatisfied with what was created.

First round of cel-shaded lighting experiments. Iteration on 3/9/19.

First round of cel-shaded lighting experiments. Iteration on 3/9/19.

Texturing experiment

Texturing experiment

Paint-over of new scene in attic instead of basement.

Paint-over of new scene in attic instead of basement.

Render of initial basement scene with first round of lighting.

Render of initial basement scene with first round of lighting.

Original concept for a game similar to Little Nightmares. I worked off this concept for awhile until I pivoted and moved in my own direction for the sake of the final result.

Original concept for a game similar to Little Nightmares. I worked off this concept for awhile until I pivoted and moved in my own direction for the sake of the final result.