Witches, heathen traditions, and Christian values meet in a stealth, survival-horror narrative game. Dorfhex is a group semester project and is still a work in progress at the moment. The most ambitious project I've worked on yet.
I wear many hats in this production, but one of my responsibilities was creating the 3D real-time assets on display here.
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The building kit is used for the various houses and stables seen in the village, kindly assembled by fellow team members Elisa Bartal and Sam Klancnik.
It was only my first time doing one of those, so I'd definitely do a few things differently for future kits.
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Besides the stake (a hero object), all other objects are environmental assets spread multiple times across the map.
Environmental design was mostly done by Sam Klancnik and me. Their part was more on the level design side, while mine was more on the decorating side.
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All objects have multiple LOD stages to them, partly automatically decimated and partly cut down by hand.
We used a direct modelling workflow for the assets because of time constraints, so the poly count isn't optimal and could have been way lower if we had gone for a proper baking workflow.