Last academic year, I had the great opportunity and pleasure to work as a technical artist and level designer on Hellbound, a top-down action game developed in the custom engine Perry for PC and PS5.
Hellbound is an isometric rogue-like set in a gothic-inspired version of hell. The player takes control of a Fallen Angel that broke free from his eternal chains, in an attempt to redeem himself by overpowering the colossal demon crawling through an ever-changing labyrinth of procedural levels. Follow the link to play the game: https://buas.itch.io/hellbound
The game was developed in Perry Engine, a custom engine built by the programmers of our team, which gave us a set of constraints to work with. Therefore, the level generator that I created had to adhere to different requirements driven by these constraints. From Houdini to the engine, the levels needed to carry over module placement & texture information, collision information, lights at the OBJ level, and various mesh tags and attributes. We used the GLTF format to export fully lit & set-dressed levels to the engine, containing all necessary tags on meshes for functionality that could be accessed in-engine (wall and prop collisions, draw calls, point positions, light shadows etc.) I was responsible for generating and editing the levels, creating the lights at the OBJ level with a script so that they could be exported as GLTF and loaded in-engine, and establishing an export pipeline together with the programmers, which was a lot of trial and error.
In the future, I aim to optimize this tool and make it available for Unreal Engine as well.
I would like to give special thanks to the Bermuda Studio art team:
Angel Dimovski - Lead Artist & Environment Artist - responsible for the modular wall pieces, railings, and the environment props scattered through the levels, as well as visuals & lighting direction
https://www.artstation.com/angel_dimovski
Weronika Bączkowska - Technical Artist - responsible for the floor, lava & ornament texturing, as well as the lava pool and level edge stone system in Houdini
https://www.artstation.com/weriberry
Levon Dyulgeryan - VFX & SFX
https://www.artstation.com/levon_dyulgeran
Nikola Minchev - Character Artist
https://www.artstation.com/kolo12
As well as our programmers and designers, for which you can check out the full credits at https://buas.itch.io/hellbound/devlog/546689/full-credits
I am also incredibly grateful to Pedro Amaro Alpiarça dos Santos, Tech Art lecturer, for his input, help, and guidance with creating the wall partitioning system and the lighting script, and for his advice while facing technical challenges on this journey.
https://www.linkedin.com/in/probiner/
Various results of the level generator inside of Houdini.
EPC 2023 Showcase
Video showcase of gameplay and final in-game levels in the custom engine Perry.
Houdini tool demo (level generation, editor and lighting generation)
The official game trailer for Hellbound.