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.
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.