A little project for my friends at Maracas Studio. I helped them shape their vision for a game project.
The constraints were relatively high: to produce this game with a small team in record time. All this with a partly procedurally generated universe.
So I decided to come up with a low-poly DA with a strong identity, despite its simplicity. Stand-out colors and an aesthetic that blends 2D/3D to quickly produce assets.
To put myself in the same conditions as them in production, I produced the whole thing in 3D, imagining the kind of shader they could create to obtain the same result in a game engine (how to produce trees, rocks, texture preparation...).
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