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.

2018-05-01em20h51/em25.png

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

2018-05-01em20h55/em23.png

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/

texturas.jpg

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

2018-05-01em21h12/em11.png

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

poseffect.jpg

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.

sculpido.jpg

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.

2018-05-01em21h19/em33.png

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.

2018-05-01em21h27/em20.png

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!

If you haven't played Confessional yet, give a chance: https://ldjam.com/events/ludum-dare/41/confessional