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Spooky Bonanza | Modular 3D environment for a platformer

I planned, created, and built the environment and level for the Halloween-themed cute platformer game Spooky Bonanza. It was made at the Pelifarmi-training in Oulu by a team of five with one week of planning and five weeks of production.

Created in 2025 using Unity, Blender, Substance Painter, and Krita.

Published at: https://abysska.itch.io/spooky-bonanza

Final environment [1/4]: "Onboarding"

Final environment [2/4]: "Dungeon"

Final environment [3/4]: "Party"

Final environment [4/4]: "Crypt"

Planning [1/2]. Before production, I created rough sketches to quickly find the right shapes and colors. The goal was a cute and whimsical look.

Planning [1/2]. Before production, I created rough sketches to quickly find the right shapes and colors. The goal was a cute and whimsical look.

Planning [2/2]. After exploring different solutions, I settled on a level of modularity that would enable a lot of variation with few assets. I also created a detailed asset list to ease production.

Planning [2/2]. After exploring different solutions, I settled on a level of modularity that would enable a lot of variation with few assets. I also created a detailed asset list to ease production.

Production [1/3]. The top screenshot shows the level blockout for testing environment meshes with gameplay. After confirming everything had the correct scale, I polished the meshes, created textures and VFX, and finalized the environment (bottom image).

Production [1/3]. The top screenshot shows the level blockout for testing environment meshes with gameplay. After confirming everything had the correct scale, I polished the meshes, created textures and VFX, and finalized the environment (bottom image).

Production [2/3]. The 3D assets used to build the environment (some also had texture variants). Three hero objects were used as unique landmarks.

Production [2/3]. The 3D assets used to build the environment (some also had texture variants). Three hero objects were used as unique landmarks.

Production [3/3]. Some assets received normal maps baked from high-poly sculpts. Some textures were painted in grayscale to change colour in-engine.

Production [3/3]. Some assets received normal maps baked from high-poly sculpts. Some textures were painted in grayscale to change colour in-engine.