Assets & Environment


Hello! My name is Andrew, and I am the lead in developing assets for Club Crash! My main responsibility is to develop assets that we see fit to expand and bring this college campus to life so the players can get immersed into the environment!

During Fall, I spent time developing assets that were listed/suggested off our elaborate excel sheet document that categorized individual categories of assets, such as models relating to the baker, gardener, scientist, LARP, and finally the outdoors itself. This pipeline would entail me designing the overall block mesh models, and then taking them all into substance painter to apply details and color where it was needed, that way it was engine ready!

This Spring, I have worked on more assets, then transitioned into further developing our landscaping in the surroundings and body of water.  With this path of production, I learned about applying materials for water, painting ground surfaces, and sculpting using the environment landscaping tools in Unreal engine. This helped give our environment a more hill-ish environment, as well as brought a sense of spatial awareness to the players so we weren’t having the game as a flat, empty land.


After getting the landscape to where I wanted, I later started working on our lighting in the scene, such as dabbling with post processing, volumetric clouds, directional lights, etc. This allowed our game to have realistic lighting with the environment, that way we had proper shadow casting, and light reflection, as well as just overall lighting the scene to represent mid-day. 


Thank you for taking the time to read the progress we are creating with Club Crash! Me and the team are excited to show you the game we are developing, and may the best club win!

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