
Technical Artist | 3D Modeler | Programmer
2022
Escape the ever-shifting maze in this short proof of concept horror game. Lost Euclidean plays with the idea of space, teleporting the player as they pass through rooms, and hiding enemies in the darkness. In this short demo, we play with the idea of disorienting the player: limiting their vision with light and using random teleportation to confuse their sense of navigation. At the same time, we feed the player with information that they can eventually put the pieces together and feel a sense of having traversed through a space.
Lost Euclidean is a 4-week long prototype project created by Nicole Shrader, Arnee Wen, and Allyson Chan, and Ryan Zhang. We aimed to create a top-down rogue-like horror experience by carefully balancing how we give and hide information to the player.
As part of this project, I primarily worked as a technical artist and environmental artist. My main challenge as a technical artist was creating shaders and lighting that would help to carefully balance between orienting and disorienting the player. Namely, I made a shader that would disappear when not exposed to direct light, creating a sense of claustrophobia in the limited information given. I also designed the blood splatters left behind by enemies and the player with the goal of giving the player a sense of impacting the world.
Lastly, I created shaders with a glitch effect on several objects and the player, which helps to guide the player to places they should go while also helping to sell the fantasy of distorted space.

Splatter 1

Splatter 2

Splatter 3

Showcase of enemy shadowcasting

Week 3 WIP progress demo

Wall Model

Table Model - Side faces are inverted to prevent them from blocking light to the top face, top face is a separate UV allowing artist to quickly make square 2D textures to place on it.

Shelf - Focus on making interesting shadows.

Machine model

Interior Pillar Model

Gate model.

Cables Stretching out from machine, charge ring indicator, and glitch effect.

Chair
As an environmental artist, I created 3D models for the environment with the goal of casting interesting shadows as the game was top-down and shadows held a lot of importance in our game's experience. That way the player would develop a greater sense of intrigue when navigating the space. I also coordinated with our other artist, Arnee, who was also the art director in creating a cohesive visual style.