My name is Steven, I'm from Sydney, Australia. For my project I've drawn inspiration from several sources. The Sydney Opera house artwork by Ben Ee served as a spark of inspiration along with returning to Sydney after living in London for two years. One of my favourite views in the world, is as the train pulls into Circular Quay station and the Opera House and Harbour Bridge are on full display. I also noticed the rapid development of Sydney as a city whilst I was away.
I've chosen to depict this rapid development through a Cyberpunk Sydney 2D pixel art theme, I'm also hoping to capture the wonder and awe I feel as the train pulls into Circular Quay station through the use of Cinemachine and Timeline.
I've used cinemachine and timeline in a unique way to give depth to a 2D environment, these features enabled me to control my camera angles, activate and deactivate objects easily if they were obscuring a shot and tie in all my different animations with so much ease, I can't wait to use it more in the future.
The post processing stack was used to achieve a colder and darker environment through the color grading setting and get a little extra out of my ligting through the use of bloom, its an amazing addition to Unity and I look forward to using it in the future.
In my final submission I used:
Mk Glass Free Shader by Michael Kremmel - Asset store
Enthusiast - Tours
Everything else was created by me and implemented into Unity.
Just a quick update because I haven't made that much progress the past day as I've been at work but I did make a pixel drawing video in which you can see my entire process for making a building. In the video I created a motorbike club for some of my less then welcoming inhabitants. The video can be found below, it was actually a really interesting process watching this back as even though it is sped up I can visible see myself thinking what to do next and analyse my thought process at the time.
Thanks for all the likes everyone, I'm enjoying this project and I hope you are too.
Worked on a bar, tattoo parlour and barber today, implemented it to the scene and removed some of the grey boxed buildings, probably only four more buildings and then i'll start working on the walk animations for my characters and populate the world more. I've got a story board in my head of how I want the shots to play out and I've done some playing around with Timeline and Cinemachine but not at a stage I want to show yet. Will post as soon as I'm happy with it.
Just a quick little video update showing off some of the new buildings and some additional lighting added to the scene. There are a few kinks with the lighting that I have to work out which I will start to look at further once all my buildings and character animations are complete.
Been working on some foreground buildings today, only have 4 so far but more to come. Also added some more lighting to the scene to coincide with the buildings.
Originally drew the Gym and Burlesque club without a roof or side, but it was really lacking depth so I went back over and added a quickly outline to give that depth perception. Hope you're enjoying the work so far.
As promised in my last update I've done some building art in Hexels, namely the background buildings because they don't require as much detail and give me an idea of the colour/lighting I will need to employ for the foreground buildings. They are pretty simple 3-4 colour buildings with a few neon signs here and there.
As you can see I've used a similar structure for every building and given little bits of detail here and there. I've added them to the scene and they've really brightened everything up and given the scene a much needed atmosphere boost. It's finally coming together and feeling like a much more populated city than before. Which was one of my main focuses in the story I'm trying to tell about Sydeny's development as a city.
The grey boxing is still in place until I draw the foreground assets, as per usual I've also uploaded a progress clip which can be viewed below, the camera is stuttering a bit because I am manually rotating it, in the scene view:
So I've been pretty inactive lately with updates, I've just finished up my trimester at Uni and was preoccupied with that. I did get time to make another 2D sprite for my scene. I present to you a jet fuelled motorbike! As you can tell I've got a running theme of flying vehicles because come on, everything will surely fly in the future.
With Uni out of the way for awhile, I'll get to drawing up the buildings. Finalising my characters costumes, walking animations and start working on actually shooting a live environment scene. Hope you're enjoying the work so far, I'm looking forward to seeing where this scene goes.
Today I did a bit more asset creation, I've implemented the train into the scene. This was made in a similar fashion to the car I previously made, utilising the timeline feature in Marmoset Hexel to animate the jets and then export it as a sprite sheet for Unity. I started with the front carriage and then trimmed and shaped a few parts to make the other carriages, duplicating them in Unity and connecting it all together.
I'm hoping to animate the doors in the future, as the train stops I'll have passengers disembarking onto the platform. I also added a spotlight to the front of the train and using a Brackey's tutorial added the volumetric light and renderer described in the video to the spotlight to achieve my desired effect.
Once the train was implemented I made a material and placed it on a cube to simulate glass. I've also used the Unity animation timeline to move the trains transform along the x axis and across the tracks above the scene as can be seen below.
So I decided I would start grey boxing my level to give me a visual indicator of the scale of the scene, the sprites I'm going to need to draw and help me visualise how I will utilise Cinemachine and Timeline. I've used ProBuilder and am about half way through the process. I still need to add some buildings on the East and West side including the Opera House and Harbour Bridge.
I have also made a jet powered car in Marmoset Hexel and animated it using the Timeline feature in that program. It has a 4 frame animation with the jets firing as the animation goes along. In Unity I've used the Animation timeline to move its transform along the x axis behind the Arches that are between the station and buildings in the background, this was just to give the scene a little depth perception and more atmosphere.
Below is footage of where my project is at currently. With the inclusion of the car and some lighting changes.
Currently I have been working on some 2D pixel assets for my characters, they aren't fully fleshed out but are serving as place holders until I animate them and finalise their clothing. I've used Marmoset Hexel to create these assets as I find it great for pixel art work.
I've also used Marmoset Hexel to create a tile map for the ground in my scene, Hexels has a wrapping preview feature so I utilised this to create a cobblestone effect. I also created the same cobblestone floor with a grate in the middle, because what is a cyberpunk city without some steam coming from somewhere?!
After laying down these foundations I decided to make a sign of Circular Quay, keeping with the cyberpunk aesthetic, I've given it a neon pink colour, this asset was also created in Marmoset Hexel using the trixel grid to give it a sense of depth. I've connected the C from Circular Quay to a hinge joint and rotated it back and forth in a swinging motion via script to give it some life. I've also added a particle effect to simulate sparks coming from the broken sign.
Whilst creating the particle effect for the sign I also decided to add a rain effect and steam effect to give the scene a bit more atmosphere.
I wanted a pixel art water effect so I looked around the asset store because my shader programming isn't up to scratch and came across a 2D water shader: https://assetstore.unity.com/packages/vfx/shaders/2d-water-shader-100762
This has worked perfectly for the orthographic camera angle I am using for one of my shots.
Below is footage of where my project is at currently. In this footage I am utilising the post processing stack with bloom and colour grading enabled. To achieve my desired look.