We’ve made a lot of progress to Sensory Overload in a short amount of time this semester. The game remains a multiplayer game but in the style of Quake Arena or Unreal. We have gotten rid of wall walking as it was more confusing for the player to orient themselves. We currently have three “white-boxed” levels (one we know will not be made). The other two have received praise for their design and they will probably be polished. We currently have narrowed the narrative to a futuristic sci-fi setting where the players control a robotic type animal. Our only current animal is a Hippo. Each animal has a large head in comparison to its body. We are aiming for a futuristic but light-hearted aesthetic, similar to Nintendo’s Splatoon, or even Insomniacs Ratchet and Clank. Futuristic and sci-fi like and very colorful. The aesthetic is something us artists are constantly working on and trying to nail down.
As for myself, I have been tasked as the main environment artist. Anywhere from environment concept to modeling and texturing I am the lead environment artist. Mostly, I’ve worked with two of our Producers Jackie and Greg. I draw some concept art for a setting and they design a map for it. They then hand me that map and I model out the pieces necessary to build the level. We’re using Unity 5.
I’ve come to realize that modular modeling is going to be key in being able to really accomplish the environments. Sure, I will still need to model out some individual set pieces, but mostly everything will need to be modular in order to put the levels together, similar to Lego’s. It’s an interesting challenge and one I am enjoying.
The following images are some of the things I have worked on this semester for Sensory Overload:
Concept Art:

Factory Concept

Jungle Concept

Waterfall City Concept
Modeling:

Tileable Texture Maps:
![BaseMaterial [Normal]](https://blogs.eae.utah.edu/sgrant/wp-content/uploads/sites/81/2015/05/BaseMaterial-Normal-300x300.png)