City Of Darkness

𝙏𝙧𝙞𝙥𝙡𝙖𝙣𝙖𝙧 𝙨𝙝𝙖𝙙𝙚𝙧 𝙬𝙞𝙩𝙝 𝙝𝙚𝙞𝙜𝙝𝙩 𝙤𝙛𝙛𝙨𝙚𝙩

I continued to improve and build upon the triplanar shader from 'Grim: The Gargoyle King' and added heightmap offset to make the surfaces look more 3-dimensional for first person views.

𝙏𝙧𝙞𝙥𝙡𝙖𝙣𝙖𝙧 𝙨𝙝𝙖𝙙𝙚𝙧 𝙬𝙞𝙩𝙝 𝙝𝙚𝙞𝙜𝙝𝙩 𝙤𝙛𝙛𝙨𝙚𝙩

I continued to improve and build upon the triplanar shader from 'Grim: The Gargoyle King' and added heightmap offset to make the surfaces look more 3-dimensional for first person views.

𝙈𝙖𝙩𝙚𝙧𝙞𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚 𝙎𝙚𝙩

This dirty mosaic floor is used in the food quarters in the game.

𝙈𝙖𝙩𝙚𝙧𝙞𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚 𝙎𝙚𝙩

This dirty mosaic floor is used in the food quarters in the game.

𝙈𝙖𝙩𝙚𝙧𝙞𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚 𝙎𝙚𝙩

The first brickvariant I made. All my material texture sets were made in Substance 3D Designer.

𝙈𝙖𝙩𝙚𝙧𝙞𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚 𝙎𝙚𝙩

The first brickvariant I made. All my material texture sets were made in Substance 3D Designer.

𝙈𝙖𝙩𝙚𝙧𝙞𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚 𝙎𝙚𝙩

The second brickvariant with less height variance and, different pattern and albedo colors.

𝙈𝙖𝙩𝙚𝙧𝙞𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚 𝙎𝙚𝙩

The second brickvariant with less height variance and, different pattern and albedo colors.

𝙈𝙖𝙩𝙚𝙧𝙞𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚 𝙎𝙚𝙩

This cobblestone material is used all over the game.

𝙈𝙖𝙩𝙚𝙧𝙞𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚 𝙎𝙚𝙩

This cobblestone material is used all over the game.

𝙈𝙖𝙩𝙚𝙧𝙞𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚 𝙎𝙚𝙩

Tiles used on walls in the game.

𝙈𝙖𝙩𝙚𝙧𝙞𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚 𝙎𝙚𝙩

Tiles used on walls in the game.

𝘿𝙚𝙘𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚𝙨

I made various decal textures used in the game.

𝘿𝙚𝙘𝙖𝙡 𝙏𝙚𝙭𝙩𝙪𝙧𝙚𝙨

I made various decal textures used in the game.

𝙎𝙖𝙣𝙞𝙩𝙮 𝙖𝙣𝙙 𝘿𝙚𝙖𝙩𝙝 𝙀𝙛𝙛𝙚𝙘𝙩𝙨

Post process effect for sanity state and death postprocess and blood/gore VFX.

𝗕𝗿𝗼𝗸𝗲𝗻 𝗺𝗲𝘀𝗵𝗲𝘀, 𝗥𝗼𝘁𝗮𝘁𝗶𝗻𝗴 𝗳𝗮𝗻 & 𝗖𝗮𝘁 𝘄𝗶𝘁𝗵 𝘃𝗲𝗿𝘁𝗲𝘅 𝘀𝗵𝗮𝗱𝗲𝗿

I broke up meshes made by Hedvig Karlsson for use in our physics system. I modeled, textured and added a vertex shader for the cat statue you can find.

𝙀𝙣𝙫𝙞𝙧𝙤𝙣𝙢𝙚𝙣𝙩𝙖𝙡 𝙀𝙛𝙛𝙚𝙘𝙩𝙨

Built using a flipbook and a custom vertex shader, these flies gather around the trash in the game,

𝙀𝙣𝙫𝙞𝙧𝙤𝙣𝙢𝙚𝙣𝙩𝙖𝙡 𝙀𝙛𝙛𝙚𝙘𝙩𝙨

Water effects+decals and asbestos particles.

𝙏𝙚𝙭𝙩 𝙩𝙤 3𝘿 𝙏𝙤𝙤𝙡

Continuing the tool I made for 'Grim: The Gargoyle King', I added vertical text and autoselect options as well as a frame option which scales based on the texts bounding box.

City Of Darkness

“A blind monster prowls the abandoned city, standing between you and your freedom. Can you sneak silently enough to escape?”

'City of Darkness' is the third and final project of my group 'RoadKill Interactive' at 'The Game Assembly'. This also means the last time the non-proprietary engine that the Programming students in our group developed together will be used.

Together with the TA in my group Åke (https://akesjogren.com) we developed VFX and shaders for the game. As well as the tiling materials seen in the world. These are some of the ones I made for the game.

Playable now at itch.io: https://roadkill-interactive.itch.io/city-of-darkness

𝗥𝗢𝗔𝗗𝗞𝗜𝗟𝗟 𝗜𝗡𝗧𝗘𝗥𝗔𝗖𝗧𝗜𝗩𝗘
Programming:
Adrian Bjurström: https://adrianbjurstrom.com/
Daniel Berg: https://daniel-berg.squarespace.com/
Frederik Bjerno: https://bjerno.net/
Jacob Torudd: https://jacobtorudd.com/
Jonathan Karlsson: https://www.jonathankarlsson.com/

Level Design:
Emanuel Perpåls: https://emanuel0065.wixsite.com/website-1
Josephine Ahlbin: https://www.josephineahlbin.com/
Martin Rogmark: https://www.rogmarkleveldesign.com/

Game Artists:
Emil Nilsson: https://emilnilsson.artstation.com/
Hedvig Karlsson: https://hedvigkarlsson.artstation.com/
Sejla Jahic: https://sejlajahic.artstation.com/

Animators:
Leo Jansson: https://www.leojansson.com/
Nat Pettersson: https://natpettersson.com/
Soon-Ie Lagerberg Olausson: https://soonie.squarespace.com/

Tech Artists:
Åke Sjögren: https://www.akesjogren.com/
Elias Örn: https://eliasorn.se/

Composer:
Rasmus Ringdahl