smog- mock world test

(WASD to navigate, press E to make sure your mouse is captured) i dont know why the colours look a bit strange, exporting for html doesnt like my game that much I guess.

and here is a showcase for all the assets that dont have a place to be yet hahah (controls are the same)

Final Project Low Poly Game Art: Safe Place

Link to “Safe Place” Progress Video:

Presentation Slides for Final Project:

Presentation Slides for Project Proposal:

Camille’s Individual Progress Report:

Camille’s Low Poly Bear Upload on SketchFab:


Just a quick update + shaders and scripts.

Dynamic Dithering Switcher

Hey folks, Fat-Cat Jordan here!  Sorry I couldn’t make last class; I was a little under the weather.  Thought I’d pop in with a quick little update and offer up some of the scripts I’ve written for Late Night Snack.

Things are still in progress, but I updated the visibility  behaviour to one which dissolves into a dither pattern and we think that’s kinda neat!

See it in action here:  Dynamic Material demo

I’ve also prepared a little package for anyone who wants to borrow the movement/camera/shader code.  Scripts are commented (and hopefully clear) to explain what it’s doing.  I’m still very new to working in Unity, but I can confirm that it works!  Feel free to use and modify them to fit your needs (and hit me up if you have any questions).  You’ll need shadergraph and either HDRP/URP to use the shaders –and you’ll need to either change/remove the animation-controller state references before you can run.

Zip (Shaders and Scripts):

Unity Asset File:


“Dreamscape” Pre-production

What is Game Art?

 In my opinion, game art is an essential aspect of the game itself, whether it be music, character or environment modelling, creating minor assets and even the colour palette. Game “Art” could refer to anything on the creative or aesthetic side of developing a game- rather than something more objecting like programming. To create an immersive world for the player, it has to be well-designed and accurately capture the  intended feeling of a game. If a game has great controls and well thought out puzzles, it still usually needs interesting visuals to grab people’s attention. It also allows the developer to enhance the story through their character’s appearances and backgrounds, especially if there is little to no dialogue. A well-designed game usually allows players to get much more invested too!

short description: a boy sees a mysterious woman in his dreams and tries to reach her, getting closer every level.

Genre: atmospheric, platformer


-limited knowledge in required programs and coding

-big learning curve to overcome until I can produce something

Strengths :

-experience in traditional + digital art, character design

-I’ve played many games similar to the one I would like to make (aesthetic-wise), so I have a clear vision of what I want to achieve

-my lack of knowledge will prevent me from being over ambitious (haha)


modelling +shading +texturing +animating

Since I will be working on my own, I would like to focus on producing assets and models for the game, while learning how. I’ve always appreciated and wanted to learn 3D- modelling, and I hope that passion will encourage me to learn faster. Ideally, I would like to learn how to animate them as well.

Once I learn the basics, I would like to attempt creating models that add context to the story somehow, either through the character’s design (for example, you learn something about the character through their appearance or clothing) or small aspects on environmental objects (e.g. you learn something about the game world from how a building or tree looks).


Where the Tables Stain with Grease: Pre-production

by Justine Magbitang, 3185293

  • Genre: Interactive Animation, Art Game
  • Keywords: Food, Low-poly art

Where the Tables Stain with Grease is an interactive low-poly game art project that explores the form of food. It features several kinds of dishes that users can interact with and learn about the different cuisines from around the world in which they belong.

Link to concept art proposal slides!




Working solo, I will be handling every aspect of the production pipeline myself!

Modelling: This will be the most important focus for this project. I will be building various dishes in low-poly as I continue to grow accustomed to 3D modelling in Maya.

Shading, Lighting, Texturing: These are what will bring my models to a more presentable, “appetizing” state.

Animation: This is what will be responsible for bringing my several food models to life.

C# coding: Time-allowing, I hope to be able to reach this stage where I can add a more intimate interaction between the art and the user. For example, the user can move utensils or pick apart at the different pieces of food.


colour palette:


environment sketch: tables, plates, various surfaces for food


objects example:



My Strengths:

  • coming from a traditional visual arts background
  • can apply and continue to develop skills such as spatial thinking and composition

My Weaknesses:

  • no prior experience with the game art pipeline
  • expecting a learning curve/spending lots of time dedicated to learning Maya and Unity as a first time user

To me, game art is how we are able to conceptualize, experience and interact with the mechanics of any game. Without game art, games would simply be a series of intangible mechanics and rules. The game art is what helps bring these concepts into life through elements that are visually understandable, aiming to create an impactful and lasting impression on players.