Project Name: BORKSPEL

Published: September 2018

Duration: 4 Months

Project Type: Team Project

High Concept: 3D, Online Multiplayer, Physics-based, VR, Puzzle, Party game, made in Unity for PC.

Role: Environment Artist, Prop Artist, 3D Modeler, Level Designer

Applications:

Modelling/UV Mapping: Maya

Texturing: Substance Painter and Photoshop

Level Design: Unity

Plug-ins:

Photon

ProBuilder

Pipeline:

Lightweight Render Pipeline

Description: 2 employees of an Ikea like company named BORK have been chosen to perform their assembly skills in BORKSPEL. Now they have to compete against each other in this dangerously fun furniture assembly game-show. The winner will keep his job, and the loser will be turned into furniture for the next players to assemble. The tagline of BORKSPEL is “Assemble or be assembled.”

I was the Environment, Prop and Furniture artist and the Level Designer for this game. I designed, 3D modeled, UV mapped and textured the clinical-looking game-show Arena and props. I also designed, 3D modeled, UV mapped and textured all of the furniture that the players assemble as the game-play. Designing the furniture set was a really fun challenge. One of the other challenges was keeping the poly-count low. Because of the VR aspect of the game, we needed to keep the frame rate above 90 fps. I manage to keep all of the environment under 30.000 polygons. Therefore, we never had any fps issues.

This experience taught me that, for reducing the poly-count normal maps and for making the objects look prettier, extra details on the Albedo and the Roughness maps are the artist’s friends.

The biggest challenge I encountered while working in this project was designing a VR environment without using a VR set. Our team only had 2 VR sets and of course our programmers had the priority to use them. I got to use VR sets at the end of everyday to test the new scene. I built the scene according to real life measurements. However, I always needed to test and adjust the scene because sometimes VR doesn’t equal to real life. For instance, everyone knows that a table is about 70 cm high in real life but in VR, 70 cm might feel a little higher or lower.


The Lobby Scene:

The players start the game in the showroom-looking Lobby Scene. This room designed as an opportunity for the players to adjust the VR world, and learn about BORKSPEL’s mechanics. When they feel ready, they can teleport to the game arena.

The Lobby Scene

Screenshots from the Gameplay:

The Game Arena without the 2nd player, for showcase purposes.

The Conveyor Belt is distributing the furniture pieces to the players.

This is me, having fun playing BORKSPEL.

Furniture Design:

BORKSPEL has a 6-object furniture set for the players to assemble. The easiest furniture has 3 pieces and the hardest one has 12.

Wooden Furniture Set of BORKSPEL

Topography of the furniture

For making the puzzles more interesting, we decided to make the furniture come in 3 different materials: Wood, Plastic or Metal. If the players assemble their furniture with uniform-material pieces, they get extra-points.

The Leg Lamp with 3 Materials

The Chair Assembly

After designing the whole set and breaking the furniture to pieces, I go back to each low-poly furniture and made more detailed copies of them. I baked the new, detailed, high-poly furniture to the low-poly ones in Substance Painter and then made 3 different texture sets to each furniture.

Arena Evolution:

whitebox_version_025_for_borkspel_arena.png
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whitebox_version_025_for_borkspel_arena (2).png
whitebox_version_027_for_borkspel_arena (2).png
whitebox_version_041_for_borkspel_arena(2).png
 
borkspel(1).png
 
borkspel(2).png
 
borkspel(3).png
 
borkspel6.png
 

The Trailer:

BORKSPEL is a 2-player, competitive furniture assembly game for VR. Players play as employees of the BORK furniture company that is looking to weed out underperforming staff members through a head-to-head game show styled competition. The employee that assembles the most furniture before the time runs out gets to keep their job!

Awards:

BORKSPEL won the BEST FINAL GAME award from VFS.

The Team:

TheTeam

Left to right:

Thales Rebelo: Game-play Programming, Mechanics Design

Braden Banning: Network/Game-play Programming, Systems Design

Jess Reynard: UX Design, Lighting

Jonathan Wrubleski: Project Manager, Audio POC

Sim Sahin: Environment Art, 3D Models, Level Design

Jihan Fan: UI/UX Design/Programming, Visual Effects, Technical Art