Website powered by

Subwoofer's Grove

This is the first zone I had an opportunity to create for Hidden Harmony. Working on an underground cave was a challenge that helped me learn about asset management, creating an ambience in a space, and how to iterate on a design. There were many revisions to the cave, including a necessary addition of an above ground zone, that made the development of this area an artistic and technical challenge. I was pleased with the end aesthetic and the final layout of the space.

Subwoofer's cave is a dance party. Seriously. It's an underground rave, and everyone's here to dance and party to the beat of the stone speakers. Crystals and mushrooms illuminate the space, as the island's custodians dance into the night.

Subwoofer's cave is a dance party. Seriously. It's an underground rave, and everyone's here to dance and party to the beat of the stone speakers. Crystals and mushrooms illuminate the space, as the island's custodians dance into the night.

There were many revisions that came to this area's color palette, as well as the overall balance of characters and distribution of props.

There were many revisions that came to this area's color palette, as well as the overall balance of characters and distribution of props.

One of the first things we decided on was the structure's layout, which we made using wood blocks. There were a few different designs we liked, but we always knew we wanted it to be a rave, so we built the space like an arena.

One of the first things we decided on was the structure's layout, which we made using wood blocks. There were a few different designs we liked, but we always knew we wanted it to be a rave, so we built the space like an arena.

One of the first concept pieces of the area. We wanted to have an open ceiling where most of the light source would come from, illuminating a center space.

One of the first concept pieces of the area. We wanted to have an open ceiling where most of the light source would come from, illuminating a center space.

We made a very rough built in Unity to see what it may look like and decided we liked it enough to move forward with the layout.

We made a very rough built in Unity to see what it may look like and decided we liked it enough to move forward with the layout.

The base structure of this area is the skeleton of a large beast that passed long ago. It's form never changed, our original goal was to have the entire game played in this space, with the music maker in the center.

The base structure of this area is the skeleton of a large beast that passed long ago. It's form never changed, our original goal was to have the entire game played in this space, with the music maker in the center.

It turned out to be a poor idea for me to put certain assets like you see here in the blender file. With all the revisions we made to the color palette and prop distribution, it eventually became a hassle to make any adjustments.

It turned out to be a poor idea for me to put certain assets like you see here in the blender file. With all the revisions we made to the color palette and prop distribution, it eventually became a hassle to make any adjustments.

This are some images from our mood board, clearly one of our goals was to have the space illuminated by the props, like mushrooms and crystals.

This are some images from our mood board, clearly one of our goals was to have the space illuminated by the props, like mushrooms and crystals.

As mentioned, there were quite a few revisions to the area's color palette. We always knew that it was meant to be a rave, but finding the right set of colors was difficult. It felt like a cave, but not like a rave.

As mentioned, there were quite a few revisions to the area's color palette. We always knew that it was meant to be a rave, but finding the right set of colors was difficult. It felt like a cave, but not like a rave.

Eventually, we chose this thumbnail to direct the color palette. Having spectrums of color throughout the den opened up avenues for other additions such as the chandelier and subwoofer's spectrum shader.

Eventually, we chose this thumbnail to direct the color palette. Having spectrums of color throughout the den opened up avenues for other additions such as the chandelier and subwoofer's spectrum shader.

An example of one of the outcomes of the spectrum palette. We had an RGB shader added to the speakers, and even used on subwoofer's crystals to ensure it was the center of attention.

At some point in the game's development we thought objects might have flat shading like shown above, but we eventually decided there would be enough color depth , even without textures, to use smooth shading.

At some point in the game's development we thought objects might have flat shading like shown above, but we eventually decided there would be enough color depth , even without textures, to use smooth shading.

Subwoofer, the guardian of this area, watches over its subjects. Creating this throne was one of the first tasks, and fortunately its one component of this area that never had to change.

Subwoofer, the guardian of this area, watches over its subjects. Creating this throne was one of the first tasks, and fortunately its one component of this area that never had to change.

The zone is simply in a dug-out part of the island's mesh, and the area above eventually needed to be covered since players would find ways to get over the hill we made surrounding the cave.

The zone is simply in a dug-out part of the island's mesh, and the area above eventually needed to be covered since players would find ways to get over the hill we made surrounding the cave.

We decided to add an area above the cave that would have a contrasting tone. It's a cold, wet bog, and filled with fungus and foliage. We wanted to have artificial buildings and tools made by the island's inhabitants, but we had to cut it.

We decided to add an area above the cave that would have a contrasting tone. It's a cold, wet bog, and filled with fungus and foliage. We wanted to have artificial buildings and tools made by the island's inhabitants, but we had to cut it.

Still, we were able to create an area above the cave that added depth to the zone by providing space for gliding challenges. Also, since the game is open world, it presents another way for the player to discover parts of the game.

Still, we were able to create an area above the cave that added depth to the zone by providing space for gliding challenges. Also, since the game is open world, it presents another way for the player to discover parts of the game.

An overlooking shot reveals the cave right under the player's feet when they walk around this grove. This is start of a platforming challenge in this area where you use the mushrooms to spring your way to the treetops.

An overlooking shot reveals the cave right under the player's feet when they walk around this grove. This is start of a platforming challenge in this area where you use the mushrooms to spring your way to the treetops.