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The Cafe HOT. Game

This game was a partnership project between the Cafe HOT. (A Burlington, VT. business) and Hard Pill Productions (The studio I was working with). 

The request from the Cafe HOT:

- A short, FPS level set in their restaurant where the player defeats their characters. Inspired by Doom 1993’s iconic E1M1 level

 

On this project, I was the lead level designer & 3D Environmental artist. I am not an artist, so this project taught me a lot about 3D modeling. Every modeled asset in the game was done by me, but all 2D art assets are assets the Cafe HOT. already owned.

 

Skills: Game Design, Level Design, 3D Environmental Art, ProBuilder

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Art Process Walk Through 

 

The process started with taking pictures. I took pictures of anything and everything in the restaurant. From there, I drafted the first LDD, just a simple layout, and created a block out of the foundation structure in the game.

 

After the level was blocked out based on accuracy to the real place, I then went back to those pictures and made an in-depth art asset list based on the most common items in the shop. Then I went back to the LDD and tweaked it to be more in-depth.

I was originally planning on making all of the models in Maya, but after realizing just how many assets there would be, I decided to make the majority of them with Unity's ProBuilder. This allowed me to build & texture much more easily. I didn't have to worry too much about details because of the game's pixelation feature. 

After the major models were done, I went back to the pictures and analyzed the artistic through-line of the restaurant based on its design. I found that skeletons, cobwebs, and eyes were common visual themes. So, I added those to the kitchen to make it feel more cohesive with the cafe.

 

Skills: Game Art, Pipeline, 3D Environmental Art, ProBuilder, Analysis and Iteration

Documentation 

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Creative Document

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The Creative Document was the overall, initial plan for the game. This is where all the design work was documented, and it went through a lot of changes as we kept the Cafe HOT. in communication throughout. We were constantly iterating because of that.

Skills: Game Design, Documentation, and Iteration

Level Design Document

I was in charge of creating the level layout, which was mainly about taking the current layout of the restaurant and figuring out how to enhance it to make a fun level. 

 

Skills: Level Design, Documentation, Re-contextualization

Art Asset List & Hours Tracker

The art asset list changed a lot throughout production as I found more and more aspects of the restaurant I wanted to represent. The list originally appeared in the Creative Document, but since I was the sole artist, I decided to move it to a spreadsheet to track what was done. 

 

Skills: Project Planning, Documentation, and Iteration

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