Insomnia (3D Doodle Jump)

An early stage prototype

My Contributions – Programming & Art Assets:

I played a important role in the technical implementation and visual asset creation throughout both development milestones, focusing primarily on game mechanics and 3D modeling:

Milestone 1 – Technical Foundation & Prototype:

  • Platforming Prototype:
    I implemented core gameplay mechanics, including character movement and responsive jumping controls, ensuring precise handling suitable for challenging platformer gameplay.

  • Camera Controls:
    Developed smooth and intuitive camera mechanics to support level traversal and maintain visual clarity, enhancing gameplay experience and player immersion.

  • Level Greyboxing:
    Created an initial prototype environment using greyboxing techniques to rapidly iterate level layouts, providing foundational structures for gameplay testing and art integration.

  • Character Rendering:
    Collaborated closely with Nathann on character design, fully rendering a chosen thumbnail illustration of the child protagonist, which informed further visual development and served as a guide for animations.

Milestone 2 – 3D Modeling and Asset Creation:

  • Central Spire Models:
    Designed and modeled multiple stylized 3D spires to serve as central visual landmarks, including a spiral tower, a clock tower, and a twisted clock tower. Each model reinforced the surreal, dreamlike aesthetic of the game's setting.

  • Platform Designs:
    Developed detailed 3D models for gameplay platforms such as "sketchy clouds," "fluffy clouds," and thematic sheep platforms, blending whimsy with functionality to visually communicate gameplay affordances.

Tools and Techniques:

Throughout this project, I utilized industry-standard software to realize our artistic and gameplay vision effectively:

  • Blender 3D for modeling complex, stylized structures.

  • Unity Engine for rapid prototyping, camera mechanics, and core gameplay functionality.

  • Photoshop for 2D concept art and rendering character thumbnails.

Artistic Direction & Collaboration:

My collaborator Nathann Latimore contributed significantly to the visual style and mood-setting elements, creating pixel art assets, voxel models, UI elements, and programming unique visual effects like the "sketchy-to-full-render" transformation of the character. Regular coordination allowed us to maintain consistency across the game’s mixed-media visual presentation, enhancing the thematic expression of dreams and insomnia.

Reflection:

"Insomnia" was particularly rewarding due to its artistic depth and ambitious visual direction. Balancing technical implementation with creative expression presented an engaging challenge that improved my skills in rapid prototyping, effective communication between technical and artistic components, and iterative development processes. This project underscored the value of collaboration and thoughtful art integration in game design, providing valuable experience in visually expressive gameplay development.

Full gameplay gif

*Due to HDRP is not supported on WebGL, please download this game if you want to have a try!

Download from here: https://bohdns.itch.io/insomnia

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