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Worship
Updated 9 months ago
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WORSHIP
Our submission to the Neon challenge using unity 2017.3
Set in a dystopian future where tech has become god and humans exist in a state of digitized life forms. The last remaining of the half breeds must intercede to reclaim what it means to be human.

THE TEAM

Introduction
I am Uchenna Gilbert Okiya, a Nigerian resident in Lagos. I am a 3D Unity game and applications designer. I also have a flair for 3D modelling, graphics design and augmented reality application. The team Is made up of myself and Warenimowei Paul Uromi-Owu, a user experience designer, writer, developer and service manager; also from Nigeria. We have previously worked together on both 2D and 3D mobile games on Unity and other game engines since 2012.

Team member: Gilbert Okiya
Roles: Conceptualization, 3D modelling, co-director, Asset manipulation, Cinemachine, Timeline.
Gilbert’s Unity connect profile: https://connect.unity.com/u/5a072c7c32b306001dbef2a5

Team member: Paul Uromi-Owu
Roles: Ux/UI design, scene development, research, concept expansion and audit, co-director, critic, documentation
Paul’s Unity connect profile link: https://connect.unity.com/u/5a5242d232b3060018d4a6d5

Scene plot

In this post-apocalyptic future, technology is god and proceeds to entrap humanity in its seductive, addictive grasp. The enforcers, long term ‘worshipers’ are charged to watch over the captured, ensuring they persist in its grasp. The priestess, a half breed attempts to intercede on their behalf…for the soul of humanity.

Inspiration

For the 'Worship' scene we drew inspiration from a number of factual and fictional concepts. We looked to the existence of more intelligent, knowledgeable life forms merging this with the idea that technology is neutral, addictive and the debate that Artificial Intelligence could take over. We projected this concept into the future. We were also inspired by movies like War of the worlds, John Carter and many others that suggest the ideas of -
• The endurance of the human soul beyond the perishable body, drawing parallels to ghost code that remain and often cause program glitches long after they have been forgotten.
• The idea that post-apocalyptic society would simultaneously regress and advance with respect to technology and community.

Concept art

• African, Caribbean and American cultural reference to body paint and its importance in indigenous spiritual activity like worship and intercession.
• War of the worlds Martian fighting machine and aliens – Entity Conduit……..


W.I.P IMAGES

THE ENFORCERS
THE CAPTURED
DAMAGED OLD CAR

THE ENTITY CONDUIT
PRIESTESS CHARACTER

TIMELINE & CINEMACHINE

ASSETS USED

  • Cinemachine
  • Amplify Shader Editor
  • MK Glow
  • AllSky
  • Colorful FX
  • Volumetric Fog & Mist
  • Destroyed City FREE
  • Damaged Old Car
  • Post Processing Stack v1
  • Runestone
  • FPS Level
  • Falling Ash VFX
  • 15 jet Engine Sounds 1.0
  • Animal pack deluxe
  • Horror Sound Atmospheres and FX
  • Volumetric Light Beam
  • recorder
  • Skeleton Sorcerer
  • Anim-Boost: Combat & Civilians
  • Female Walk Animset

OTHER SOFTWARE USED

  • Blender 3D
  • Adobe fuse mixamo
  • Gimp

WORK IN PROGRESS LOG

Work In Progress log #8 (Jan 11 2018):
  • Final review of scene and entire project
  • Uploaded Worship scene: Final Submission


Work In Progress log #7 (Jan 10 2018):
  • Created spaceship, introduced to Unity and animated.
  • Introduced and manipulated deer and plants assets.
  • Added flickering lights to destroyed city buildings.
  • Reviewed Timeline and Cinemachine usage.

Work In Progress log #6 (Jan 7 2018):
  • Uploaded Work In Progress video to YouTube
  • Reviewed scene

Work In Progress log #5 (Jan 6 2018):
  • Augmented scene environment with rune stones, police helicopter and destroyed city assets.
  • Adjusted timeline to include scenes with introduced assets.

Work In Progress log #4 (Jan 5 2018):
  • Textured characters in Unity using MKglow and Amplified shader editor.
  • Used post processing stack and volumetric fog lighting.

Work In Progress log #3 (Jan 4 2018):
  • Created ‘Enforcer’ and ‘Captured’ characters using Fuse Mixamo
  • Animated these characters in Unity using Timeline and Cinemachine.

Work In Progress log #2 (Jan 2 2018):
  • Created, rigged and animated ‘Entity Conduit’ in Blender and imported into Unity scene.
  • Created, rigged and animated ‘Priestess’ in Blender and imported into Unity scene.


Work In Progress log #1 (Jan 1 2018):
  • Stripped down FPS environment.
  • Redesigned level to suit our concept.
  • Introduced assets – Damaged old car, All Sky.

Okiya Gilbert uche
UNITY GAME DESIGNER - Designer
1
Contributors
Warenimowei Paul Uromi-Owu
Lead Ux design - Designer
Comments
Okiya Gilbert uche
9 months ago
UNITY GAME DESIGNER - Designer
Tessie WaithiraHas fun rotating THE ENTITY CONDUIT. Good job!!
lol
0
J Dakota Powell
9 months ago
Founder, TimeWave / XR Lab - Artist
Terrific piece! so imaginative and well done!!
2
By
Bodunde yetunde
9 months ago
Nice
1
Okiya Gilbert uche
9 months ago
UNITY GAME DESIGNER - Designer
thanks bro
0
Chiako3D
9 months ago
3d Artist & Graphic Designer - Designer
Nice Work Keep it up!
1