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The Walking Dead No Man's Land Combat Scenes (iOS/Android)

Some combat background scenes I made for the No Man's Land during the production and first year of the live phase. One background has several missions that the level designer makes on top of them, that's why the backgrounds have so much empty space in them. Some of the props were outsourced and some of them were done by me or other artists in Next Games. Most of the foliage was done by another artist. All the backgrounds have a 512x512 lightmap. No concept art was really done, most of the inspiration for these comes straight from the show.

I made modular pieces of walls and such from which different inside areas could be assembled

I made modular pieces of walls and such from which different inside areas could be assembled

Combat levels use a collection of LUTs to bring variation and mood to the missions.

Combat levels use a collection of LUTs to bring variation and mood to the missions.

Most of the grounds in outdoor areas use a shader that blends together 4 textures using a splatmap. These maps were also painted by me.

Most of the grounds in outdoor areas use a shader that blends together 4 textures using a splatmap. These maps were also painted by me.

Here a different lighting condition was needed for season missions

Here a different lighting condition was needed for season missions

When the level designer is done with his work, an artist makes a final art pass for the level adding decals and various props

When the level designer is done with his work, an artist makes a final art pass for the level adding decals and various props

All the scenes were lit and baked in Unity by me.

All the scenes were lit and baked in Unity by me.

As the show happens mostly during day, so do most of our levels.

As the show happens mostly during day, so do most of our levels.

In game shot of the level

In game shot of the level

In game shot of the level

In game shot of the level

In game shot of the level

In game shot of the level

Water shader was made by me in Shaderforge and it uses vertex colors to control where the foam is

Water shader was made by me in Shaderforge and it uses vertex colors to control where the foam is

Some props that aren't lightmapped have vertex colors to fake lighting. In game shot of the level

Some props that aren't lightmapped have vertex colors to fake lighting. In game shot of the level

Here the combat fog of war is clearly visible

Here the combat fog of war is clearly visible

Most of the houses were outsourced

Most of the houses were outsourced