Unity | Unity Neon Challenge 2018
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In collaboration with:
Yujin Ariza – Sound Designer / Programmer
Caleb Biasco – Rendering Engineer
Tai Ching Cheung – Texture Artist
Bryan Kim – 3D Artist
Euna Park – Animation and Camera / Storyboard Artist
Jacob Wilson – Systems Programmer
Hyun Jong Won – Environment / Level Designer
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Scene Conceptualization
Visual Inspiration: Blade Runner, Neo Seoul, Tron, Coco
Using the above narrative as a starting point, we set out to make two distinct scenes that are vertically connected by mega skyscrapers. Due to the lack of sun in the lower levels, the dystopian industrial scene was envisioned as a dimly-lit environment punctuated by the building lights. The buildings eventually fade out in the distance, evoking a sense of mystery and claustrophobia. The intention here was to communicate the depressing tone of the slaves' mindless workplace. On the upper levels, the polished towers emerge out of the smog and reflective surfaces shine against the brilliant sun. Due to the curvature of the earth, the density of the towers are more sparse at the higher altitude, creating a sense of openness and expansiveness that reflects the luxury that humans enjoy.
We started off by collecting concept art and sketches that match the description above. Given the narrative, we focused on monumentality of ancient building styles, and environments that are both terrifying and mysterious.
As the team further developed the art direction of the environment, we were interested in expressing the larger building modules as a complex amalgamation of smaller volumes. Very much like computer chips, we settled on treating these small buildings as attachments onto the larger underlying base geometry.
Since scale and proportion were very important in conveying the desired visual effect, we rapidly prototyped several design schemes to determine the most appropriate shapes, sizes, proportions, and spacings for the building modules.
In facing a unique challenge of devising a visual language that could speak to both the upper and the lower layer, we strove to combine archaic and futuristic building styles into a hybrid that can cater to the two seemingly opposite environments. We were able to achieve this contrasting effect with material differentiation, juxtaposing the reflective, polished textures against the rough, rusted ones.
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Environment Art
Due to the growing number of different building modules, it was imperative that the master model be updated as the assets are completed by the artists. The instancing and locator features in Maya have allowed the iterative process to be more expedient for testing multiple tower configurations in the early process.
Once the rough configuration was set, the number of diverse modules and their sizes were communicated to the 3d artists who modelled each unique building module within the parameters given. The model was then handed over to the texture artist, who textured each module using the softwares Substance Painter and Designer, and the level designer, who replaced the blocking instances with detailed models. Once the entire set of building modules had gone through this process, the building as a whole was brought into Unity, at which point the final materials are applied.
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Modeling
Through the design process, the 3d artist modeled diverse module through the Autodesk Maya. For the variation of modules, modules are categorized into large, medium, and small. Each category has at least three variations. To create dimensional feeling of the rotation, each modules has its own unique standout point. Furthermore, to portrait futuristic feeling, modules have hexagonal shapes and has multiple bevels rather than having cube shapes or a sharp edge. Accessories on modules are also thoroughly modeled. Gears are also modeled in futuristic way. To achieve the futuristic feeling, one gear is shaped like wheel rather than a gear. Also, other gears have unique holes on the middle to portrait mystery of future technology. Chimneys rather has its own futuristic design on the tip of the chimney by having cylindrical type lid. Each accessories and modules is designed to convey the computer circuit feeling when all of them are combined. Brides and elevators are made in rather traditional design, but has its own unique mechanism to convey the futuristic feeling. Elevators have octagonal shape, and brides have connectors to fulfill the futuristic design.