![]() You can see his work on his Artstation page □ !) He made some FX shaders and technical stuff, and a few props. (I worked with Mickaël on that environment. It adds a slight strategic side to all of this.īut what I will talk about, now, is the environmental part and mostly the spaceship interior because this is the main part of the project I worked on. Last but not least, the player will have to adapt himself AND adapt his equipment to the monster he will fight and the environment he will fight in. This character trait corresponds to an additional characteristic useful for fighting. But to craft what? Weapons, armors pieces, everything useful for the stuff.Įvery character would have a character trait to assign, chosen by the player. Meals bring bonuses (stamina, health points and particular resistances). ![]() The goal : earn and store different resources like gold, meat, materials (that you can find on Behemoths or planets) to trade or craft. Like in Monster Hunter, the « co-op » or « solo » game mode will be the player’s choice. So, in practice, what would it look like? The player, as a mercenary, would have quests to fill in exchange of gold, experience and rare items to level up his skills (on the same principle than The Witcher 3 from CD Projekt or Xenoblades Chronicles from Monolith Soft).Ī Story solo mode would exist too in which the player would be able to solve some mysteries about, for example, the appearance and evolution of the Behemoths, in the style of Horizon Zero Dawn from Guerilla Games, with the machines. One can play at three or four players in a mercenary team which mission is to hunt and kill gigantic monsters called Behemoths, in space and on outer planets with different biomes. « Behemoth » is a game concept project for a cooperative hack’n’slash in first or third person, in the line of Monster Hunter. Links to references: Evolve , Star Farer in Star Citizen , Monster Hunter, Hallset by Quetzal Aguilar , Firefall , Pupeeter Lee , Blame! The Concept For the atmosphere, we wanted something heavy and dirty like in « Blame! » from Tsutomu Nihei. We liked its more mature vision, compared to Monster Hunter, its desaturated tons and semi-realistic render.įor everything related to armors and mecanic stuff, Pupeeter Lee’s works influenced us a lot. Logically, we chose Evolve as reference because, gameplay speaking, it is close to what we wanted for « Behemoth ». We took our inspirations in different things such as Evolve (for the coop system), the Star Farer in Star Citizen, Monster Hunter (mostly for the equipment system), some scenes posted on Artstation (like the Hallset by Quetzal Aguilar, for the lighting) or the Firefall Cinematic Trailer. ( If you’re curious about the project, check those links: Real-Time Cinematic and Spaceship interior environment ) Inspirations We had to create a game concept and make a 3D real-time cinematic in Unreal Engine. I was in charge of the spaceship interior and desertic planet props & environments, in the project. It was a graduation team project with 3 classmates ( Mickael Floury, Madeleine Herold and Louis Monlaü). ![]() « Behemoth » is a project I made during the last year of my Game Art studies at New 3dge.
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