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Relicta: Base environments, tilesets and gameplay animation

Hi! I can finally share with you the work we did in Mighty Polygon during the development of Relicta (July 2017 to August 2020), our first game released in 2020. We were a small indie studio of 6 people, where most of the art was made by just two artists. My responsibilities were focused on all the artistic aspects of the game, designing the environments and assets, 3D modeling, texturing, building of environments, dressing, lighting (Javier Sanz was more focused in this area than me) and level design.

All the environments were created from start to finish by Javier Sanz and myself, each one of us working first on specific levels and later iterating together in many of them. I also did the rigg and animation for the entire game, as well as the cut-scenes and their ingame scripting. We were also involved from the beginning in the creative background of the game, choosing the different biomes, art design, layouts, etc.

In this post you can see some screenshots of the Moon base environments. Relicta is a science fiction first-person puzle game based on magnetism and gravity that takes place on a terraformed lunar station, where each crater corresponds to a natural biome. This is also reflected inside the base, with the station divided into diferent biomes (Arid, Tropical, Glacier and Botanical).

For the base zones, in addition to creating multiple assets that you can see in other posts, I made the complete Chandra base lobby tileset, which was not only used for the main lobby and the lobbies of each zone, but also for build most of the areas of the game in combination with other textures and other tileset pieces (the destroyed one, also present in this entry) and the corridors one, created by Javier Sanz.

In addition to the tileset, I built multiple levels of the space station from scratch, such as the central Lobby, where Javier Sanz and I worked together. Initially I created the structural base and the first pass of decoration, and completing it with Javier Sanz, who finished the last steps of the dressing and make the final lighting revision.

I also made the base zones of the arid biome (2 areas) and one of the glaciar area. In all of them I made the entire level from level design to almost its final finish, with the lighting revision of Javier Sanz on my illuminated base.

Finally, you can see other base areas, such as the tropical, the botanical and other glaciar labs; levels built and lighted by Javier Sanz using the mentioned lobby tileset. I also leave you a video with many of the animations and sequences that I did for Relicta, as well as the different trailers of the game, which I also created myself with Adobe Premiere and that were captured directly from the game between Javier Sanz and me. Relicta was launch with Koch Media with the brand Ravenscourt for PC, Xbox One/SeriesX/Series S, PS4, Switch and Stadia.

I hope you like it!!!
Javier Sanz profile: https://www.artstation.com/javiersanz

Arid base I made for Relicta (2020)

Arid base I made for Relicta (2020)

Chandra base lobby I designed for Relicta. I made and designed the complete tileset, built the base structure, the first iterations of the dressing and some lighting work. Then Javier Sanz finished the level dressing with more details and final lighting

Chandra base lobby I designed for Relicta. I made and designed the complete tileset, built the base structure, the first iterations of the dressing and some lighting work. Then Javier Sanz finished the level dressing with more details and final lighting

I made some levels of Chandra base apart from the lobby, like the complete Arid area (Faustini) and some of the Glaciar Area (Shoemaker), from level design to dressing, base lighting and final state, with lighting revision of them by Javier Sanz.

I made some levels of Chandra base apart from the lobby, like the complete Arid area (Faustini) and some of the Glaciar Area (Shoemaker), from level design to dressing, base lighting and final state, with lighting revision of them by Javier Sanz.

I modeled the main tileset of Relicta. In combination with different textures we built most of Chandra Base.

I modeled the main tileset of Relicta. In combination with different textures we built most of Chandra Base.

Botanical laboratories. Levels made by Javier Sanz with the Lobby and Destroyed Tileset I created of Relicta

Botanical laboratories. Levels made by Javier Sanz with the Lobby and Destroyed Tileset I created of Relicta

I made the Glaciar 03 Area (Shoemaker), from level design to dressing, base lighting and final state, with lighting revision by Javier Sanz.

I made the Glaciar 03 Area (Shoemaker), from level design to dressing, base lighting and final state, with lighting revision by Javier Sanz.

Glaciar lab 01 and 02. Levels made by Javier Sanz with the Lobby and Destroyed Tileset I created of Relicta

Glaciar lab 01 and 02. Levels made by Javier Sanz with the Lobby and Destroyed Tileset I created of Relicta

Tropical laboratories. Level made by Javier Sanz with the Lobby and Destroyed Tileset I created of Relicta

Tropical laboratories. Level made by Javier Sanz with the Lobby and Destroyed Tileset I created of Relicta

Destroyed tileset. This little tileset was very useful in combination with the main Chandra base tileset to build some deteriored areas of the base station

Destroyed tileset. This little tileset was very useful in combination with the main Chandra base tileset to build some deteriored areas of the base station

The Relicta. I made the full process of the Relicta model from sculpt to final ingame scripting and animations

The Relicta. I made the full process of the Relicta model from sculpt to final ingame scripting and animations

I also made all the animations of the game, the cutscenes and the sequences scripting

Launch trailer. Cover image by Paco Rico.

Launch trailer

Story trailer

Thanks for watching!!