Blue Parade - Parada Absurdu // Graduation Project // 2022.07.08

About // For the design component of my graduation diploma, I opted to develop a game inspired by a previously crafted comic book. This game was produced within an intermedia graphics workshop, overseen by prof. Maj K and prof. Aleksandra T.

Similarly to how it was with the creation of the comic book, I enjoyed complete creative and technical autonomy, receiving occasional corrections and suggestions guiding the overall direction. The whole work spanned a full year and was concurrently developed with the first segment of the diploma.

Pre-production // Even before the creation of 3d models which were to be used as a background for the comic book, it was obvious that it would be best to create them in a way that will make it easy to later repurpose them for the use in a game engine. Although at first I was still undecided about which specific engine, after experimenting with various options available on the market—primarily Godot, Unity, and Unreal—I concluded that the latter would best suit my requirements. The Unreal Engine presented me a familiar workflow, and despite my initial surprise at the program's sheer size, I gradually got familiar with it. In the end, I not only overcame the initial unfamiliarity but also gained proficiency, making it a piece of software I would come to favor in the future.

Gameplay Creation // For the gameplay segment, I opted to create a literal walking simulator. My primary goals included incorporating interactivity, storytelling elements, and some sort of connection to the comic book component. To achieve the latter, I implemented a straightforward object interaction system. This allowed players to pick up scattered objects, read memos, and inspect models by rotating them near the camera.

The game comprised of six distinctive parts, akin to the chapters in the book. Each level featured a distinct post-processing volume, replicating the aesthetic of the shaders utilized in the preceding project. Furthermore, the maps were enhanced with the addition of music, ambient sounds, or animations.

Credits //
Supervision - Maja W. / Aleksandra T.
Design / development / execution
- Marcin Przybyła

Software //
Unreal Engine - Game Logic / Shaders Creation
Blender - 3D Model Creation
Substance Painter - Texturing
EmberGen - FX Creation