Website powered by

Wobblodds | 3D Environment for a platform fighting game

I created and built the playable environment for Wobblodds - a 3D platform fighting game. After two months of production with a team of seven students, Wobblodds was displayed at the Gotland Game Conference 2022 winning the Public Choice -award.

The art direction was set together by the team, and for the environment I was given the prompt "otherworldly but not alien".

Created in 2022 using Unity, Maya, Substance Painter, and Krita.

Wobblodds can be found here: https://wetwaterstudios.itch.io/wobblodds

In-game footage [1/3]. I built the surrounding non-playable area in a separate scene and captured it with a reflection probe to be used as a skybox image to optimize for performance.

In-game footage [2/3]. I used shaders and particle effects to bring life into the environment: swaying of grass and leaves, floating spores, flowing water, and the shimmer of the surrounding forcefield.

In-game footage [3/3]. The goal is to knock the opponent off the arena. This affected the design of the environment as it should not obstruct the gameplay.

Screenshot [1/2]. The hub area where the player can practice and customize their character.

Screenshot [1/2]. The hub area where the player can practice and customize their character.

Screenshot [2/2]. Pieces of the island fall during the round until only the central arena remains.

Screenshot [2/2]. Pieces of the island fall during the round until only the central arena remains.

Concept art [1/4]. The initial idea for the environment was a floating island. Here I was exploring different shapes and surroundings for it.

Concept art [1/4]. The initial idea for the environment was a floating island. Here I was exploring different shapes and surroundings for it.

Concept art [2/4]. Vegetation sketching. I brainstormed and explored different kinds of trees and plants that would feel "otherworldly". The circled ones stood out as our favorites.

Concept art [2/4]. Vegetation sketching. I brainstormed and explored different kinds of trees and plants that would feel "otherworldly". The circled ones stood out as our favorites.

Concept art [3/4]. Trying out designs for a central arena. I based their shape on the Wobblodds logo.

Concept art [3/4]. Trying out designs for a central arena. I based their shape on the Wobblodds logo.

Concept art [4/4]. Testing colors. Finally, I combined all selected elements into one concept sketch. The concepting phase took one week.

Concept art [4/4]. Testing colors. Finally, I combined all selected elements into one concept sketch. The concepting phase took one week.

Wireframes and textures of trees and plants used in the level. Trees of the same type share textures.

Wireframes and textures of trees and plants used in the level. Trees of the same type share textures.