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A Mother's Sins (Afterlife) - Level Art and Lights

“Hear ye, hear ye!”
Lastly, let me show you the work I've done on the level art and the lighting of this game.

The level design was created by Pierrick Pépin and Nicolas Barronet. I used their level design as a base and took care of dressing of the decor by importing all the assets on unreal, and adding all the lights. I was thus able to recompose the memories of Alessia distributed in her completely destructured castle. I took pleasure in adding life to this completely surreal decor, by playing with very bright and contrasting colors. The challenge was to keep a homogeneous atmosphere while contrasting the moods of the different arenas.

Our ambition was to create scraps of castle, floating around a giant statue, all suspended in a surreal, even chaotic hell. So this was very challenging for me when it comes to adjust the parameters of the different post process volumes, in terms of their colorimetry, and light intensity, without burning the textures of the assets.

https://www.artstation.com/cuby0camille
https://www.artstation.com/arkolan

If you are interested in playing our game, please click on this link : https://a-mothers-sins.itch.io/a-mothers-sins

Thank you for your time and your curiosity, I hope you'll enjoy this ! :)

The sky was created in two parts, a skysphere, and clouds above the giant statue of Alessia. We wanted a very absurd exterior to underline Alessia's madness.

The sky was created in two parts, a skysphere, and clouds above the giant statue of Alessia. We wanted a very absurd exterior to underline Alessia's madness.

The player can fall in the environment, so I decided to fake moving clouds, so the players could feel the gigantism of Alessia's hell.

The player can fall in the environment, so I decided to fake moving clouds, so the players could feel the gigantism of Alessia's hell.

The differents moods of each arena were important to distinguish, to recall the player that those are her memories.

The differents moods of each arena were important to distinguish, to recall the player that those are her memories.

It's probably the quietest and yet worrying arena.

It's probably the quietest and yet worrying arena.

I added lights from the ground to emphasize the surreal.

I added lights from the ground to emphasize the surreal.

Although the light of the torches reassures us, it is not a very warm room.

Although the light of the torches reassures us, it is not a very warm room.

Use the light, to escape darkness.

Use the light, to escape darkness.

This is where the game begins.

This is where the game begins.

The first area of the game is the Antechamber where the player gets to know how the gameplay works.

The first area of the game is the Antechamber where the player gets to know how the gameplay works.

The entrance of the game was reused to create the menu animation and scene.

The entrance of the game was reused to create the menu animation and scene.

The second area of the game is composed in two arenas, called the Banquet Hall.

The second area of the game is composed in two arenas, called the Banquet Hall.

What happened here?

What happened here?

This is where the player goes outside for the first time, to come across... what is she doing there?

This is where the player goes outside for the first time, to come across... what is she doing there?

The third area, is the Library, where the player encounter for the first time the second enemy.

The third area, is the Library, where the player encounter for the first time the second enemy.

"So it's a huge statue... of... my effigy?"

"So it's a huge statue... of... my effigy?"

The fourth area is inside the giant stuatue's head.

The fourth area is inside the giant stuatue's head.

This hand is an arena. Watch your steps!

This hand is an arena. Watch your steps!

Our prototype ends in this tower to the left. To see more of this univers don't hesitate to try our game! (link in description)

Our prototype ends in this tower to the left. To see more of this univers don't hesitate to try our game! (link in description)

This trailer of A Mother's Sins was edited by Pierrick Pépin, our Level Designer.