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RUBBER

Game project for the third year at the ESMA.

HOW IT BEGINS 

HOLY TAXI

The prototype presented at the beginning of the year at school, and it was selected to be developed

Holy Taxi! is a game where you play as a taxi driver who wants to earn money in a futuristic city (dirty and old cyberpunk style) where the rules of the road are a little crazy. The player will find himself in front of road signs that make no sense that he has to respect under penalty.

With 8 ESMA students we are currently developing the project until the end of the last year of school.

I made two concept-cars of taxis for the prototype.

Prototype Phase

During this prototyping phase we created the systems and strucutres that will help us in the future like traffic, ads, destructibles props 

While testing the Artistic Direction, with the buildings style, the vehicles, etc. 

And I created the first iteration of the taxi it was pretty funky to drive and the suspensions was too bumpy but the first intention was to get a heavy but fast chaotic and responsive car (easy to play hard to master).

Diorama

In this Diorama we added the firsts materials and shaders to create some interestings visuals to guide us for the creation of the city  

Vertical Slice

NEW NAME : RUBBER

Taxi x6

For the vertical slice I designed the new visuals of the taxi with every destrucible parts that can be detached from the car if it is too damaged. I also added the first feedback like drift, landing fx, the turbo, and the animations of the spoilers, rotors and engine...

The most problematic topic was to turn the car to a 6 wheels drive 

Environment Art

I made the city of the vertical slice, aiming for a futuristic artdeco urban environment like ads, holograms, props and traffic, which helped a lot in guiding the player through the level.

The main challenge was to create diversity with a few simple modular buildings assets and props.

The entire environment was made with only these few assets

METHODOLOGY

Here is the methodology I used for all of my environments :

First, I create a blockout based on the references I have to project myself into the composition that I will create in accordance with the game navigation and the lore of the game. Then, I build the environment with modules, and when I reach a satisfying result, I start adding props to create the narrative. I iterate until I obtain a polished result.

More about RUBBER 

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