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Models, Characters, Colors, and Color Grading

OverBooked
A downloadable game

Greetings, I am Jaedon Wallace, for this project I made all the props, characters  and materials.
The players ability to recognize masks at a glance was my number one focus when creating props and picking colors.

Mask and Color Design:

Character Roster

The characters are very intentionally built with gradients so that so that your eyes would naturally be drawn to where their mask would be. The civilians are made gray to blend in with each other, but be bright enough to stand out from the background. The mafia is designed with the darkest and the brightest color that you would see in the scene. I also really wanted to have a diverse cast, so I made male, female, dark and light variants! 

Rendered in Blender

the props that the player would  interact with just painted their actual color painted onto the vertex color. Then there are two materials that read from it, a default  and a highlight material. Then for the static props  i knew we would need color variations, so I created a shader in Blender which maps Ambient occlusion to Red, Curvature/ edges to Green, and a manually painted highlight mask to Blue.  Then in unreal we just have a material with the two parameters for the colors that these props would be.

Color Grading, Post Processing and Visibility

Default Unreal Colors and Post Process
Overrides and Color Grading
Overrides and Color Grading
Download OverBooked
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