top of page

Deluded: Ongoing Game Project

A series of stylistic environments and modular assets all created by myself.

1. Floating Island

2. Lava Zone

Tools: Maya, Blender, Zbrush, Substance Painter, Substance Designer, Photoshop, Marmoset Toolbag, Unity

Scene: Floating Islands (Work in Progress)

ISLAND 4 - Mushroom Village

In-Unity Screenshots
This island is home to a vibrant community of fantasy villagers, where the landscape is dotted with whimsical mushroom-shaped buildings brimming with life. I designed the main housing structures as purple mushrooms, each glowing with a soft yellow underlight to give them an enchanting atmosphere. The mushroom jail stands apart, marked by a distinct blue overtone and a cool blue underglow, setting it apart from the rest of the village’s colorful dwellings.

Mushroom Jail Closeup

After created the base shape, I did a rough paintover in Photoshop to determine the decorative elements that I will add upon the base model. This final model (with vines, chains, leaves, mushrooms) is < 50k tris.

Photoshop Paintover without lighting & with lighting preview

Before paintover & In process of refining the models

In game screenshot of the final result

Modular Assets

ROCKS - Large Rocks (most detailed) x 5, Regular Rocks x7, Small Rocks x3 | in total 1.4k tris

FLOWERS AND MUSHROOMS. used texture atlas | in total 6.8k tris

Rock Stairs | in total 0.4k

Logs and Planks | in total 0.8k

Village Props: chair, armchair, table, picnic table, stool, streetlamp, mailbox, watering can, basket, pots

The empty uv space in this image will be filled up later when I added more assets to the scene

Flower Plants x9 | All handpainted in Photoshop

Some other assets that needs to have transparency is also included in this uv map, such as the broom, and the bird nest.

Ivy and Moss. I created the moss in Substance Designer. | Handpainted the ivy leaves in Photoshop
I created both ivy and moss with geometry nodes in Blender.

AN OVERVIEW OF PREFABS FROM THE MODULAR ASSETS

Individual Mushroom Building Sets

An overview of the four mushroom building sets I've created for the village. 

Floating Islands (Older work, will polish later)

In-Unity Screenshots
This scene is mean to be toon shader, childhood-like, cute and dreamy. So I create hand-painted train stations and cute creatures and mushroom houses for that vibe.

Bridge

Rock Debris

The ropebridge is created in blender with geometry nodes. I then customize it to fit different height and distance of the floating islands.

Train

I created a simple fracture simulation in blender and used the result as the floating rocks. They varies in size and shape and are ideal for being the debris.

Train Station

The model is created in Maya, I then export to Blender for ivy generator

Butterflies

Modeled in Maya and Zbrush with stylistic design, then handpainted in substance painter
rig and animation to be added

Jellyfishes

Modeled in Maya and Zbrush with stylistic design, then handpainted in substance painter
rig and animation to be added

Catepillar

Modeled in Maya and Zbrush with stylistic design, then handpainted in substance painter
rig and animation to be added

Islands

The old island model:

I created the old island model 2 years ago. Last summer I figured the islands have room for improvement, so I created a second version of them and implemented into the game.

Compare old model (left) with new model (right) in Zbrush

Old floating island sets (left) vs new floating island sets (right)

The landscape is created by Unity terrain, portals in Maya and vfxs using Unity visual effect graph.

Scene: Lava

The Process.jpg
bottom of page