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JONGLE DE LÉGENDES

Software : Blender and GODOT

For more information about the video game itself, click here.

During this 4-month internship, working independently, I was assigned many tasks: 3D animation, 3D modeling (assets/props), level art and level design. Throughout the internship, I improved my workflow between Blender and a game engine that was previously unfamiliar to me. It was a real challenge, especially since we wanted everyone to be able to use the assets to place elements quickly and in a modular way.

On this page you will find what I did specifically during this internship.

A few models created during the internship

Creation of a level design tool for the whole team : THE MODULAR HOUSE 

Saint-Guilhem-le-Désert was a growing town in the 12th century, so the game was going to include many houses. The goal was to have a single house asset, while making all the houses look varied and different.

The modular house is made up of several separate pieces that can fit together, making it easier to replace a window or a door, for example.

Once the base was ready, I created many variants of windows, doors, etc., with a margin around each so that all the modular assets have the same dimensions. Every modular asset must have the same pivot point to make it easier to use in Godot.

Once in Godot, it is easy to modify the modular houses. Indeed, it is possible to “load” a mesh and replace it with another one in the same location.

Always with the desire to do everything ourselves : textures created in Substance Designer and Substance Painter for the abbey

Creation of shaders to improve the game’s visual look: outline, and grass and leaves influenced by the wind.