Art Director | 3D Artist | Shader Artist | Sound Designer | Composer
A cosy exploration game where you help spirits pass on through the use of flower language and bouquet building.
Florescence is a capstone project made over the course of my final university year and was built in Unity.
It was awarded Best Game and Best Sound Design in the Griffith Film School 2024 Graduate awards.
I was the art director on this project, developing the patterned hand painted textures that would be used throughout, and managed the output of the small team of artists to ensure consistency across assets.
The majority of the assets in the project were modelled and textured by me. The few that were not I gave feedback on and did paint overs to help guide the team.
The game also features some 2D assets made by the concept artists on the project. These are the characters, flowers and UI.
Because of the inclusion of 2D assets custom shaders had to be made to unify the 2D and 3D assets stylistically.
To do this a custom cel-style shader was made to replace all of the lighting in the scene. This flatter lighting combined with hand drawn textures allowed for a lot of control of the games visuals, allowing us to blend these styles.
In addition to this a number of other shaders were created, including a grass shader. This shader samples the colour of the painted ground textures to blend the grass into the scene.
Using a vertex shader the grass, as well as all other plants in the scene sway in the wind. I also created particle systems for falling leaves and wind, bringing more movement and life to the scene.
Wireframe and UV Unwrap of one of the trees.
I also composed the music and did the sound design on this project. A number of songs were written for this project, primarily using a classical and acoustic guitar.
These were chosen as the sparse instrumentation and tonality of these instruments fit the melancholic tone of the project.
The sounds were recorded using a Zoom H1n handheld recorder in my home and on walks through local bushland. All of these sounds were then processed and implemented into the project using FMod.
The usage of FMod allowed for me to have multiple sounds for each interaction and for those sounds to be randomly pitched up and down, stopping these sounds from becoming repetetive.