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Hijack - Technical Art

Breakdown of my technical art I did for a gam jam. Voxel meshes were a very difficult challenge to build from scratch in the constraints of a game jam but I had a lot of fun doing it. All textures were made by Taylore Neste. We worked together on building the composition for each level and that was a very fun process.

all of the levels at an orthographic view

all of the levels at an orthographic view

snippets of interiors from each level

snippets of interiors from each level

The guards vision cone meshes were dynamically created and updated at runtime using an array of raycasts that looped every 0.2 seconds

One of the primary systems I wanted to build for this was a voxel meshing level designer system. Something i'd never tried before but was very rewarding! All of the textures are triplanar mapped their shader into world space so they tile correctly.

Post Processing work I did. The aesthetic I felt was really conveyed was similar to something like Nom Nom Galaxy.

Post Processing work I did. The aesthetic I felt was really conveyed was similar to something like Nom Nom Galaxy.

Breakdown of heirarchy

Breakdown of heirarchy