In the space adventure game, the main goal is guide the hero safely from the beginning to the end. 
The game features three distinct types of platforms:
     - Main Platforms
     - Moving Platforms
     - Breakable Platforms
MAIN PLATFORMS
To create the platforms in our game, we started by using sculpting and modifiers. This allowed us to shape and structure the platforms to fit the level design. After the modeling phase, we applied texture painting to give the platforms their final appearance. 
     In the game, I have incorporated rocket flames under the main platforms to add a thematic and engaging element. 
     Creating Flame Visuals with Particle System: To create the rocket flame effect, we utilized Unity's Particle System. This allowed us to generate stylized and dynamic flame visuals.
Enhancing Brightness with Secondary Particles: To make the flames even more eye-catching and vibrant, we added a secondary set of particles. These particles contributed to the overall brightness and intensity of the flame effect.
UNIQUE PLATFORMS
     Moving Platforms: Some platforms are constantly in motion, requiring impeccable timing to leap onto or off of them. 
     For the moving platforms in our game, we used Unity's keyframe animation system. Also applied curves to ensure smooth and visually appealing motion, making use of ease-in and ease-out effects to enhance the gaming experience.
     To make the gameplay even more engaging, added particles. When the platforms interacts with these moving platforms, I incorporated particle effects at the points of contact. It provides feedback to the player.
     Breakable Platforms: Certain platforms disintegrate upon impact when our hero jumps on them. 
     For the breakable platforms in the game, I used a combination of Unity's physics and animation systems to achieve the desired effect.
     I combined Unity's rigidbody to create interactive platform behaviors and used animations to bring the breakable effect to life by triggered use gravity effects on different times with Unity’s animation system.
ENEMY NPC
     Robot Enemies and Laser Attacks:
     In the game, I have created robot enemies that are both visually appealing and challenging for players. 
     The robot character designed in Blender.
     Adding Colors and Details: After UV mapping, texture paint made in Blender.
     Rigging: To work in animations more comfortable and achieve more smooth movements I used Inverse Kinematics for the leg of the robot.
     For the robot's laser attacks Unity’s particle system used.
OBSTACLES
     Moving Spherical Obstacles:
     Within the game, I have incorporated dynamic spherical obstacles.
     Animation in Unity: To make these spherical obstacles move, Unity's animation system used. This allowed us to create animations for the obstacles, specifying their start and end positions. To ensure the movement appeared smooth and visually appealing, we applied easing curves to the animations. 
     Bloom and Emission: To make the obstacles stand out more, a bloom effect added. This makes the obstacles emit a glowing light that draws players' attention.
     Customizing Bloom with Emission Maps: To control which parts of the obstacles emit light and contribute to the bloom effect, we used emission maps. This allows us to specify specific areas, such as certain lines or details, to give the impression of glowing.
COLLECTIBLES
     Collectibles on Bridges:
     In the game, I have placed collectibles in a way that to try add a game sense by positioned on bridges. 
     To fit the game's theme and make the collectibles stand out, designed them in the shape of stars. 
     Animation with Unity Animation: Added motion to the collectibles using Unity's animation system. They gently float and rotate, which makes them more captivating
     Enhancing Brightness with Bloom Effect: To make the collectibles shine and catch the player's eye, applied a bloom effect. This effect makes the collectibles glow brightly, adding to their visibility and thematic appeal. For an even more attention-grabbing effect, used particle effects. 
ENVIRONMENTAL ELEMENTS
     Direction Signs and Crashed Rockets:
     In the game, I have incorporated environmental elements such as direction signs and crashed rockets to provide guidance and reinforce the thematic elements.
     Bloom Effect for Direction Signs: To make the direction signs stand out and catch the player's attention, we added a bloom effect. This effect makes the signs emit a bright and glowing appearance, ensuring players can easily spot them for guidance.
     Crashed Rockets: To create a stylized and thematic appearance for the crashed rockets, I used particle systems. I added a smoke particle effect to evoke the impression of destruction and damage. Additionally, a trailing rocket flame particle adds a sense of chaos and provides an immersive touch to the theme.
     Thematic Background with Drifting Stars:
     In the game, we wanted the background to be visually engaging and thematic. 
     Creating a Custom Background in Photoshop: To match the game's theme, we hand-drew and designed the background in 3D using Photoshop. This custom-made background was used to provide a fitting environment.
     I turned the custom background into a cube texture, which was suitable for 3D game environments. To implement this cube texture, I created a skybox material in Unity. The cube texture was added to this material, turning it into a background that surrounded the game world.
     Enhancing the Atmosphere with Drifting Stars: 
     To add an extra layer of visual appeal and atmosphere, I created drifting stars using a particle system. These stars create a sense of movement and wonder in the background, making the game world feel more alive and thematic.

     Selective Bloom Effect and Post-Processing:
     In the game, I aimed to create a stylized visual look and utilizing the bloom effect with precision.
     Post-Processing for Visual Enhancement: To enhance the visual appeal and add a stylized touch to the game, I employed post-processing effects. 
     Selective Bloom for Specific Elements: Since I wanted the bloom effect to be applied selectively, I set up a separate camera to render only the elements we wished to be affected by the bloom. This secondary camera was used to overlay its rendering on top of the main camera.
     Dedicated Layer for Affected Elements: To control which elements should be affected by the bloom effect, I assigned them to a dedicated layer. The secondary camera was configured to render only objects on this layer, ensuring that the bloom effect was targeted precisely where I wanted it.
Space Platform
Published:

Space Platform

Published: