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Global Game Jam 2021

This was created for Global Game Jam 2021 as a 3 days project:

I was responsible for the entire environment, including the landscape, props creation and placement, post processing and lighting. Plane parts and particle effects were created by my fellow artists participating in the Jam. All done in 3 days worth of work.

All assets were created from scratch by myself (except the sphinx, which was a free model I have retopologized and textured). Textures were mostly sourced from Substance Suite, vegetation atlas was built from various Megascans atlases and repurposed for a less realistic style.

Plane and parts props: https://www.artstation.com/zachc
UI & Tech - http://tomhegarty.co.uk
VFX Art - https://www.artstation.com/harrywilliamsgames
Technical Design - Peter Why
Martin Carey - Audio & SFX, concepting

Search the desert for items to help rebuild your plane before the sandstorm hits. Items are scattered across the desert, so follow the golden twinkles to collect them all. Once you have an object head back to your plane to attach it. Once you have all the necessary parts, you are ready for take-off. The better the part, the longer it takes to pick it up/attach it.

You can have a look right here:
https://globalgamejam.org/2021/games/lost-desert-0
https://backwardspenguin.itch.io/lost-desert

Oasis were marked with obelisks to be visible from a distance and over the dunes

Oasis were marked with obelisks to be visible from a distance and over the dunes

All water related areas were marked with the sphinx to create a theme that could be later tied to mechanics.

All water related areas were marked with the sphinx to create a theme that could be later tied to mechanics.

Oasis were placed around the desert to allow for further exploration without running out of water

Oasis were placed around the desert to allow for further exploration without running out of water

Original idea assumed the game would be competitive with two camps racing for best parts.

Original idea assumed the game would be competitive with two camps racing for best parts.

This was a central promenade dividing the map between the two camps, with water well being a central point to compete over

This was a central promenade dividing the map between the two camps, with water well being a central point to compete over

One of the POIs I built around the desert to serve as a spawn point for better parts.

One of the POIs I built around the desert to serve as a spawn point for better parts.

Character for scale :) map was 1x1km in size and a mix of height map generated in Blender, and manual sculpting.

Character for scale :) map was 1x1km in size and a mix of height map generated in Blender, and manual sculpting.

All the assets I created for the scene (The background pyramid was to scale, and would not fit...)

All the assets I created for the scene (The background pyramid was to scale, and would not fit...)

Vegetation was made from Megascans alpha and base colour atlases modified to fit the more colourful style

Vegetation was made from Megascans alpha and base colour atlases modified to fit the more colourful style

Uniquely textured camp assets

Uniquely textured camp assets

Architecture assets made of a single trimsheet.

Architecture assets made of a single trimsheet.

Trim created in Blender and Zbrush for the project specifically. Baked in Substance Designer and textured in Painter

Trim created in Blender and Zbrush for the project specifically. Baked in Substance Designer and textured in Painter