BLASTOP
A collaborative project developed during a Game Jam course at Bezalel Academy of Art and Design (2021),
led by Eran Hilleli.
A collaborative project developed during a Game Jam course at Bezalel Academy of Art and Design (2021),
led by Eran Hilleli.
The game explores the abstract concept of self-destructive behavior, where the player embodies a crack or fracture in the world, engaging with uncontrollable destruction. It was a joint effort between designers and programmers. Talia was responsible for all 3D assets and level environment design using Cinema 4D, while another designer focused on the UX design. Two programmers contributed to the development in Unity.
This collaboration brought an experimental concept to life, fueling Talia's strong desire to continue working
with interdisciplinary teams to explore interactive and abstract human experiences.
with interdisciplinary teams to explore interactive and abstract human experiences.
A Short Gameplay Example >>>>
Behind the Scenes: Overcoming Challenges
A technical challenge I faced was ensuring that the environment didn't repeat itself and offered a variety of "breaking" options, reflecting the game's core concept of destruction. Using Voronoi Fracture for the 3D assets,
I needed to create a system that would dynamically simulate various breaking patterns without repetition.
A technical challenge I faced was ensuring that the environment didn't repeat itself and offered a variety of "breaking" options, reflecting the game's core concept of destruction. Using Voronoi Fracture for the 3D assets,
I needed to create a system that would dynamically simulate various breaking patterns without repetition.
some Process images:
To solve this, I collaborated closely with one of the developers to realize the need for exporting multiple
fracture options with varying parameters and randomness for each asset. In Unity, we applied a system
of code to randomly select different fracture variations each time the asset was used within the game.
This approach ensured that no two experiences were identical. By implementing multiple fracture options,
along with controlled placement and behavior, we created a dynamic, unpredictable environment that enhanced the sense of chaos and destruction in the game.
fracture options with varying parameters and randomness for each asset. In Unity, we applied a system
of code to randomly select different fracture variations each time the asset was used within the game.
This approach ensured that no two experiences were identical. By implementing multiple fracture options,
along with controlled placement and behavior, we created a dynamic, unpredictable environment that enhanced the sense of chaos and destruction in the game.