During my internship at Abbey Games I mainly worked on their upcoming game Godhood. The game was not yet in production, so my work mainly consisted of creating sketches and idea iteration, as well as creating test assets. A lot of the work shown on this page has been changed since and is not present in the final game.
Temples and Shrines
I was asked to design various buildings in the game, such as the temples used as training grounds for the disciples. During my internship the gameplay changed a lot around these training facilities; in the beginning each stat had it’s own temple design, whereas later players could choose which stat they wanted to dedicate a temple to.
As a test, we decided to take one of our shrine designs to completion to get familiar with the asset production pipeline. Creating a final asset in Abbey’s game engine involved creating multiple images per asset: each object has a diffuse, normal and hight map layer which gives the 2D assets a distinctive 3D feel.
Disciples and villagers need a place to sleep, too. So we designed houses for them, which they would build themselves instead of the player. We also came up with the idea that villagers would build places of entertainment according to the virtues of your religion. In a religion of love, for example, brothels might appear between the villager houses.
At the end of my internship I worked on a new pass of nature assets. We researched tropical rainforest vegetation as well as how to create good-looking normal maps for round, organic shapes.
Note that not all assets in these screenshots are made by me, only the ones in the first image. Apart from actual vegetation assets, we also experimented with the texture of the ground plane.
Follow the development of Godhood on https://godhoodgame.com. The game was announced to enter Early Acces in July 2019 and is fully released as of 11 August 2020.