Wasteland
Remastered
Genre: Post-Apocalyptic RPG | Platforms: PC - Steam & GOG, Console - Xbox | Collaborations: InXile
Team Size: 8 | Duration: 1 Year
The RPG classic rises from the nuclear ashes! Wasteland Remastered is an overhaul of the 1988 title that brought the post-apocalypse to video games. See where the Wasteland series began and experience the character and world the sequels are built on.
Wasteland Remastered is a remaster of the original InXile title - Wasteland. The remaster retains the spirit of the original game while updating visuals and audio. The original game’s physical storybook is available in-game, fully illustrated and with full voice over. Old bugs have been fixed.
A variety of post-apocalyptic 3D environmental assets and character assets/animations were made accessible for us to from InXile’s asset base to use/configure/adjust in this remaster of Wasteland.
The vast majority of characters were from the provided modular asset base. To create all of the characters and monsters for wasteland, I configured and edited these modular assets in ways that best represented a 3D version of what the original 2D portrait and animations did. There was a multitude of mesh editing, texture editing, colouration and animation tweaks (in some cases from scratch) to perform to get these assets into the Wasteland 1 style.
The environments were by far the biggest task in wasteland. Converting old pixel art tile maps and walls of text that described an abundance of objects, into an interactive 3D environment across 42 levels was a monumental task. The provided asset base helped with set dressing but didn’t cover the very core parts of the original or interactions that take place throughout the game. A 3D artist would create mostly modular foundational assets, and a wide spread of Wasteland style assets. The vast majority of the level content creation, design, polish was completed by me.
I worked closely with the 2D artist bringing ~90 of the recreated animated portraits to modern life. Each portrait had a series of modular frames which allowed me to animate them in a variation of ways.
Core Game Design Responsibilities
Construct ~42 levels from source data:
Level Design.
Level Polish & Set Dressing.
Level Event (Actions) Feedback.
Lighting + Day / Night Cycles.
Post-Processing.
Optimisations.
Audio Cues.
Height Zones.
Render Order.
VFX creation & implementation - entire game x133
Environmental + Day / Night Cycles.
Combat.
UI.
2D Character portrait animations x89.
Static portrait setup x48.
3D Character/monster/weapons design, setup & animations:
Player characters x10.
NPC’s x65.
Enemies x85.
Recruitable NPC’s x14.
Weapons x21.
Collaborate with:
2D Artists.
3D Artists.
Programmers.
Production.
Stakeholders.
Misc Responsibilities
C# Scripting - gameplay events, FX, minor FX tools.
Quality Assurance (QA).
Game Data Setup - ~x42 Levels worth of events -reconstructed/data entry from source data.
Asset tracking documentation.
Audio narration edits to match cut scene text and flow.
Project maintenance.
Storefront presence - screenshots, video capture.
Technologies Used
Unity (Game Engine)
Proprietary 2D Animation Tool
Simple LOD (Engine Addon)
UMotionPro (Engine Addon)
Visual Studio (C#)
Photoshop (CS4)
Tortoise SVN (Source Control)
Pivotal Tracker (Project Planning)
Gameplay (Skim Through)
Remastered Launch Trailer