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"Through Your Eyes" is an Atmospheric Narrative-Driven game where you play as a sheep who finds a mp3 player in a forest while exploring. When listening to it, it’s possible to hear someone describing something with a lot of passion. It motivates the little sheep to capture what she interpreted from the audio with her camera, as she learns more from the unknown voice through the audio device There are some areas that require the sheep to upgrade her camera in order to access map parts that she can’t reach. The objective is to take photos of objects that are in the map. In this game, the player will experience life through a different perspective and learn the importance of looking outwards.

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Hi everyone!

Today we are sharing wth you the first game's area.

The boat belongs to a seagull captain, the one which was drawn in the room’s frame,
so it is decorated with sea-related objects.
The color palette is pastel, which fits a lot with our type of game: cozy and relaxing.
The art is usually simplistic and flat, so we also choose that artistic direction on the modeling
and texturing.

There were various attempts are creating this style, the first attempt was not through
a post processing material, but through a object material, the results, while really appealing,
were extremely limiting, they were based on the direction of the directional light but ignored
every other light and even ignored walls covering the directional light, as this was a material
directly applied to the object, it didn’t react to anything in a dynamic manner.

Our second attempt at cel-shading only had two tones and any attempts to create a
third tone wasn’t successful due to our lack of experience in the manner.

Our third and final attempt at creating cel-shading was successful, it had the three
tones we wanted and allowed us to proceed to the next step.

It was obvious that using cel-shading without any type of texture would leave
everything a bit too bland and at times objects blending with each other due to the lack of
color variety.
To tackle this there were two things that could be done, adding a gradient to the
objects and ambient occlusion, the latter being an option we didn’t do due to not having any
unwrapped objects and time limitations, though we’re considering it for our 3D game project. So the former was the option we went for.

For the final touches we added a slight bloom to our scene, making it feel a little
more colorful and less flat.

Due to the cel shading post processing material we couldn’t have proper god rays in
our scene so we opted to create fake god rays, which also fit well with our art style.

Near our god rays we decided to put dust to add to the effect of sunlight entering the
interior strongly illuminating even the smallest particles.

Check our video on the area and some pictures too!

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 Through Your Eyes Devlog #03

Through Your Eyes Devlog #03

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The game's UI prototype on figma: camera, audio device, controls.

Through Your Eyes Devlog #02 - Spec-Shet

Through Your Eyes Devlog #02 - Spec-Shet

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Presenting the game's spec-shet of the game "Through your Eyes".

Through Your Eyes Devlog #01 - Description & Moodboards

Through Your Eyes Devlog #01 - Description & Moodboards

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The description and moodboard of our game "Through Your Eyes" from DodoDodo Games.

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