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THE HOMICIDE OF
KACEY FORD

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INVESTIGATION

Set in 1960's California, you are tasked with investigating a terrifying homicide crime scene. Met with a pair of cut off hands, you must use a flashlight to help mark places of interest, take pictures with a camera and secure the evidence for further investigation. 

SKILLS DEMONSTRATED

3D MODELLING

Every object in the scene is modelled by me, through a practiced game asset workflow.

I found time period accurate references, dimensions, and created a low polygon version of the object. I then create a high polygon version which adds extra detail that can be represented in texturing. 

TEXTURING

I use Substance Painter to bake the high poly details onto the low poly mesh. Then, I use particle brushes, masks and smart materials to create detailed and realistic textures for my models. For decals, like the oven dials, I used Pixlr. I then exported all the necessary maps and applied them to the model's material in Unity.

Flashlight Code

CODING

I used C# scripts to create various interactions in the scene, such as the flashlight and evidence box. These two scripts demonstrate my understanding of Unity's OnCollider and GetComponent methods, all while using if statements and booleans. 

Light Settings

LIGHTING

I demonstrated my knowledge of Unity's lighting engine by expertly using Box Projected Reflection Probes, Adaptative Probe Volumes and Baked Lighting to reach beautiful visuals.

On the PointLights, I used Unity's physically based temperature light appearance option to make the indoor lights look a realistic colour.

Animation GIF

ANIMATION

I animated 4 different cutscenes that the player can watch after taking a picture. I animated them in Blender using an armature that I rigged, and I switched Inverse Kinematics off and on during the animations for certain movements. After animating, I applied it into Unity using the engine's graphical state machine.

Images of Unity Physics Settings

PHYSICS

I took advantage of Unity's physics engine in using Rigidbodies paired with different types of joints. For example, with the oven, there is a FixedJoint which has a BreakForce. This means the player has to pull with some force to open the door, giving it the illusion that it has a spring to keep it closed like in real life. The HingeJoint then allows the door to fall down on the correct axis. 

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