Post Mortem of CONFESSIONAL - Part 1
Hi guys, my name is Rodrigo Denúbila and I'm the developer of CONFESSIONAL.
First of all, let me talk a bit of me. I'm 30 years old, live in Brazil, and work as web designer and programmer. Since I was a teenager, I like to create games but I never did this for living.
Well, when the theme was revealed, it was a shock, I hated it at first. I tried to think in something but nothing came to mind. One of the ideas I had was a turn based soccer match, but after some research I found this idea is not so innovative.
After while I went to a folder where I write all ideas I have and found this idea of a "second person game", and I realized that fits on the theme. The original idea has a longer story, and also has another character on the game, but I had to cut a lot of things to finish the game in time. Maybe I'll work more in this game in the future, when I finish my current project.
Well, when I started to work in this game was already 1:00 am in my country (it's 2 hour minus from the LD official hour). The first thing I did is to work on the environment. For this I used Blender, and make a lot of rectangles and cylinders.

I tried to make a modular environment so, then I had to set up the objects in the scene in Unity 3D.

For some models, like walls, ground, columns and wood, I used tiled textures to make it's materials. I got these materials in this website: https://share.allegorithmic.com/

For the models that needs more detail, I created the material in Substance Painter.

And after setting up the scene, I configure the pos effect, to reach the visuals I wanted to.

After that, I started to work on the main character of the game, the Bag Man. For that, I created the base mesh with the silhouette I desired in MakeHuman, and then I went to zBrush to make clothes and add details. I put the bag in the head because I think is was faster to model an unique character with it, and this fits with the horror mood of the game.

Then I went back to Blender to create a low poly version of the model, and open UV. And then I went to Substance Painter, where I baked the high poly model in the low poly, and created the materials for this model.

The victim model is the same as the psycho, but without the apron and the head / bag, and with different colors of the cloth.
And then, I uploaded my models to Mixamo to rigg and get some basic animations to the model.

I put the model and animations in Unity, but at this time it was already 5am and I was so tired that i went to sleep.
Well, i think this post is too big already, I'll continue it later. See you!