Mindhunter
Mindhunter
Mindhunter
Mindhunter
Hack ´n´ Slash PC game
Dive into the mind-twisting world of our new hack-n-slash game: Mindhunter
Aren's Quest: Join our hero, Aren, as he battles to protect his sanity and his very mind from the clutches of the demon threatening humanity!
Seven Deadly Sins Onslaught: Confront the seven deadly sins nightmarish manifestations.
Pick your weapon: Select your weapon of choice, decide between a razor-sharp blade or a ranged and powerful firearm. Tailor your combat style to suit your strategy!
About the Team
We are nine German trainees from the Macromedia Academy Cologne:
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Project lead: Jaylini
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2D-Artists: chamezz, TheTotoFactory (Concepts: Sofya, TrueSer)
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3D-Artists: Sofya, TrueSer
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Game Designer: DaniKaru, Jaylini, Wolfsnaya
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Level Designer: DaniKaru, Wolfsnaya
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UI- Designer: sleepyelmo
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Sound Designer: chamezz
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Coder: Jaylini, meremanta
This project is our 4th semester project and we put a lot of passion and work into it.
3D Art
middle wall
small wall
small with tentacles
middle with tentacles
mushrooms big and small
hanging mushroom
pillar
Polycount and UV's
553 Faces
Base colour
UV
Style Guide
By using different fill layers its easier to adjust the colour, since the object has only two. On a seperate painting layer I painted the shadows.
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Important thing is to completely get rid of any shinyness and get the objects roughness up for any fill layer.
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Same goes to the brush, the Roughness should be set to 1
The brush should also be black and have same thickness, hardness and opacity at all times.
The shading itself must go with the shape of the object. It should make the object pop and if the area is round, then the shadows must make it look round and not angular.
Outlines
This is what it looks like with the outline shader activated in Unity, along with a gameplay screenshot that illustrates how it appears in the game and how well it intergates with the 2D Art.
As you can see the enemy down below has a thick outline and the same colour pattern.
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2D Concept Art Assets
2D Concept Art Enemies
Moodboard for the Seven Deadly Sins as Enemies
Youll find all the reference links at the end of the page
I was assigned the task of creating concept designs for five out of the seven enemies and the end boss, Eugarios. This assignment came after I completed my 3D modeling tasks, which allowed me to contribute my skills to the 2D art team as well.
Envy
In the game design document, we had previously outlined our ideas regarding the visual appearance of the enemies.
When considering the melee combat enemy, our stipulated criteria were that it should be small, exude an envious aura, and feature empty eyes. We also noted that its design could draw inspiration from creatures like goblins, cats, or slimes. Moreover, we allowed for the possibility that these enemies could lack traditional limbs, like the character Rayman.
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Upon sharing these concepts with the team via our Discord channel for review and feedback, we collectively decided to move forward with the concept of the three-faced floating creature as the chosen design.
I've created two more variations of the concept and the most liked and description fitting concept is C.
After that I added the specified colours from the enemy colour palette and A3 was chosen, but I had to remove the highlights and coloured shadows as that didnt fit the Artstyle shadowing technique we use and implemented that to the final concept for Envy.
Gluttony
Turnaround required for animations. This is the only enemy that I had to draw a turnaround for,
This Sin was supposed to look hungry, insatiable, have a big tongue and a big head.
After sharing the concepts, we've decided to combine 1 and 6. First concept had the perfect face and the second a fitting body.
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As for the colours we've decided to go with number two.
Wrath
This Sin was supposed to show strength, have muscles and just look super strong in general.
After sending the concepts, we've decided for a merge of five and three.
Below this thex you'll find the merged versions. Three was the best, because it showed more muscles and looked powerful.
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The final concept was the one on the left side.
Greed
Greed was supposed to have long arms and legs, greedy look in the eyes and possibly hiding something.
First I've sent one-four concepts for review but they were still lacking body horror and he could possibly have even more hands
Thats how number five was created, it was also the most liked version and I moved on to colour it.
Below you'll see the colours and the 2nd one was chosen for the final concept of Greed.
Lust
This sin was supposed to have boobs, claws and have slight resemblence with a succubus.
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This time I didn't have to merge or create any further concepts of Lust, because number four was the most voted and everyone was okay this that.
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Again I moved on to the possible colours of the final concept and you'll find the result below.
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The final concept would be the light version on the left, number one
Endboss - Euagrios
With this concept I had the most fun with.
The idea behind the endboss was that he is made out of parts of the Seven Deadly Sins enemies and represents them all. He is supposed to be like a blob.
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4
a
b
c
The fourth concept was the chosen one. The others had too much resemblence with animals or insects so I redrew it, because the sketch was very messy and added colours. Number C is the one that was the best, as it had the exact same colours as the enemies and still looked good.
Moodboard source: