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PROJECT DESCRIPTION
This project is an interactable scene. Almost 70% of objects in scene is interactable.
There is no objective other than clicking on objects and seeing what happens
The submission requirements of this project was to just have all our 3d models in a scene. Me and Armaan one of my team members decided to take a leap of faith to try to make it a game. the result is a well executed playable and intractable scene with no end.
PROJECT STATUS
SOFTWARE USED
PROJECT TYPE
TEAM SIZE
LANGUAGE USED
PRIMARY ROLE
SECONDARY ROLES
PROGRAMMING & ENVIRONMENT DESIGN
3D MODELLING & TEXTURING
4 3D MODELLERS
C#
UNITY 3D, 3DS MAX, QUIXEL MIXER,
COMPLETED & PUBLISHED
COLLEGE, YEAR 1, 3D MODELLING UNIT
PROJECT DETAILS
BAR LIGHT AND VENT MODEL
So based on the picture on the right in terms of modeling I was responsible for making the bar light,vent and retro fan. The small pictures on the right are references of how I wanted the models to look.
MY CONTRUBUTIONS
The retro fan was the most difficult model to make out of the three models, specifically the fan cage.
RETRO FAN
BAR LIGHT TEXTURING
For the bar light I did something similar to the fan and applied the same Textures like dust and scratches and added a small perlin modifier to give those bumps
VENT TEXTURING
To texture the vent, in quixel mixer I used a Perlin noise modifier to give it a rough look
FAN TEXTURING
To make the fan bit more realistic, In quixel mixer I chose the dust and scratch texture and applied it on the fan
In this game how the phone works is that after a certain amount of time a ringing call sound is played along with an animation at this point the player has two options either to take the call by clicking it, which plays an animation along with a voice message or just wait for a voice message to play.
When there is no call from the phone, the player can click the phone to either pick it up or put the phone back
INTERACTABLE PHONE IMPLEMENTATION
To interact with the bar light in the game you have to click on it, after that it will continuously flicker alongside there is also a small feature where a doll image appears and disappears. This basically acts like a small jump scare. When you click on the bar light there is also a small realistic polish feature where mini flickers appear before it turns on. I used coroutines to make the flickering
INTERACTABLE BAR LIGHT IMPLEMENTATION
When I was thinking about making the menu for the game I wanted to really pay homage to the five nights of freddy franchise, so I found many reference images online and the one you see on the right is my target reference image I used to make the menu, to stay as accurate as responsible. I found the CCTV filter online, I also found the five nights at Freddy font and the doll image and I formatted them as accurately as the original game.
GAME MENU DESIGN
REFERENCE
I wanted the environment for this game to be spooky. To make that happen I put a bunch of post processing effects such as lens distortion, chromatic aberration, bloom and for the color correction I added a purple tint alongside while making the whole ambient lighting dark.
SCENE COMPOSITION
AVINASH PRABHU'S PORTFOLIO
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