Modelling & Texturing
Modelling and texturing in Beyond Bounds was mainly done by me. The template for all designs was the fake screenshot that one of my team members had made.
I had modeled in Blender before, but this project was the first time I got involved with sculpting and basic texturing as well. In the process, I also learned to retopologize the highpoly models and make UVs.
For texturing we used a pretty simple approach. Since it was more important to us that the gameplay was polished, we only had time to apply basic colors to the textures in photoshop. We combined ambient occlusion, curvature and an albedo map into one single map, which was then processed together with a very small (32×32) normal map in the shader. Nevertheless, thanks to a stylized shader that a team member had created in Unity, we were able to achieve a good and coherent look even with just that.

Energy Tower
The Energy Tower was the largest and most labor-intensive model. During modelling, I combined several models that had already been created for the game and then edited them further. With backed light and particles this model becomes really atmoshpheric in Unity.
Ingame, the Energy Tower has two primary tasks: it supplies the player with energy and acts as a major orentation point. There are a total of four Energy Towers in the first level.



Modular House
Since the houses are the elements that significantly shape the level of Beyond Bounds, we decided to create a modular system. This allowed us to create a variety of houses that differ in width, length, height and even color.
This is the second modular system I have created. So the rough approach was already known to me at the beginning and by now I know better what major mistakes to avoid with modular systems and what to be careful about.





Signpost
The signpost was my second ever sculpted model. My goal was to pay more attention to the amount of detail and the style we were aiming for. The ribbon wrapped around the pole and its loose end has been particularly challenging.
In-game it works as an object that affects the direction of movement of the character in response to a collision. It can indicate three effects: deceleration, change of direction and boost. The signposts always point in the direction in which the player will move if a collision occurs.


Portal
Next to the Energy Tower, the portal also has the function of serving as a point of orientation as well. It intentionally has no other details or decorations, as these were added in Unity.


Evil Pumpkin
The Evil Pumpkin is one of the few purely decorative elements I used to decorate the level a little. As a result, some of the other objects are less empty and barren and we emphasize the Halloween theme.

