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Temple Hop Level Art

Temple Hop is a multiplayer game I made for Secret Spaces contest (https://itch.io/jam/secret-spaces) using Unreal based Core platform. Theme for my entry was "Abandoned Cities". The game won best visuals in it's category.

The environment is kitbashed using primitives and existing assets. I focused my efforts in lighting, sounds, modifying materials, setting up particle effects and post-processing.

The game can be played here: https://www.coregames.com/games/bed955/temple-hop

Stairs that lead up to the main hall. I think having strong verticality in levels is important.

Stairs that lead up to the main hall. I think having strong verticality in levels is important.

The view player sees after getting up the stairs. Using some post-processing assisted lighting tricks for a dramatic effect. I wanted the first impression of the hall to create "Wow!"-effect for the player.

The view player sees after getting up the stairs. Using some post-processing assisted lighting tricks for a dramatic effect. I wanted the first impression of the hall to create "Wow!"-effect for the player.

Shadow projection behind the entrance. Giving sense of scale for the statue on top. Also making the Player feel small, which increases the epicness of the environment.

Shadow projection behind the entrance. Giving sense of scale for the statue on top. Also making the Player feel small, which increases the epicness of the environment.

Using dust particles and fog to create sense of volume for the environment.

Using dust particles and fog to create sense of volume for the environment.

Having some fake blue light reflection from the water to break the monotonous orange colors in the environment. Water also acts as a believable kill trigger to spawn player back up.

Having some fake blue light reflection from the water to break the monotonous orange colors in the environment. Water also acts as a believable kill trigger to spawn player back up.

The environment is kitbashed together using as few assets as possible to keep the look coherent and to reduce draw calls. Assets and materials are found in Core by default.

The environment is kitbashed together using as few assets as possible to keep the look coherent and to reduce draw calls. Assets and materials are found in Core by default.