Comrade Quack

Comrade Quack is a hybrid, third person tower defense game. The game was made in the span of 6 months by  seniors (now graduates) including myself  at the University of Utah inside the EAE program.  It was an amazing experience to go through all the steps of making a game from the whole team pitching an idea to having a playable game. Being a part of this experience has given me a valuable insight on game developing a game and has prepared me for when I get my first job in the industry. 


https://store.steampowered.com/app/1904050/Comrade_Quack/

Water Shader

I wanted to take a more technical approach to making water that was used for the ponds and fountains. So I decided to do some research on making a shader that can be applied to a plane assets to simulate water. That is when I ran into a tutorial that can be found here. It was an interesting learning experience following along while also doing some minor node edits. I used universal render pipeline instead of a regular material.

Textures

Here are the color and normal maps of some of the textures that are used in the tutorial and first level. I first hand painted the textures in Photoshop and made sure they were  tileable. Then i converted them over to black and white to simulate a heightmap then used the XNormal add on tool to PS to convert the height maps to normal maps.

Game Renders

The screenshots below show off some environmental assets that I made using Maya Autodesk and Photoshop. I also made the floor textures and painted them on the floor using poly painted tool in Unity. Me and an engineer also set up a basic cell shader that is being used across the game.