In this project, I initially curated a list of reference materials for creating my assets. I typically found these online due to the age of the items I would be creating and texturing. When these assets were made, I turned them into a short animated introduction to a chapter with an accompanying voiceover to help set the narrative and tone for the world this game takes place in. I created the animation using Maya’s build in Arnold renderer, then edited the footage in Adobe premiere and Adobe Audition for the voice over.

Using Maya, I sculpted each asset that would be used within the environment to help to forge a believable world for the player to be engaged within. Some assets were textured using Maya’s built in tools for simple objects, such as a black reflective surface for the body of the fire alarm. The higher quality props in the scene (Hero assets) would have to go through Substance Painter as it has a far wider toolset, allowing for many different materials to be baked onto the asset. For example, the bell on the alarm has a scratched metal surface and where the striker has hit it I applied a worn steel paint layer to provide a small amount of damage. Consideration for small details such as this can help to convince the player this world is lived in and existed prior to their interactions within it.

Damaged paint on the bell adds realism. 
Markings on the floor indicate a struggle as do the strewn papers.
Further examples of this style of world building are present in the Propaganda posters made in Adobe Illustrator. The “Keep Quiet” poster I created has aged significantly as it would be stuck against a wall outside, exposed to the elements. By importing the clean version into photoshop, I applied a rust texture and used transparency effects to age the poster suitably.

A heavily weathered poster saved as a .png for transparency on the bottom of it so it appears torn. 
Gameplay mechanics are taught through these posters.
