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Ancient Egyptian Temple Complex

Category: Art and Design in gaming 
Tools Used:
Blender, Substance Painter, Unity, Photoshop

The project features an ancient Egyptian temple complex built amidst a massive desert canyon setting within which can be found the following types of elements: a terraced temple structure that has authentic and recognizable architectural elements such as papyrus columns, guardian cat statues (Bastet figures), and traditional pylon facades. The two areas (canyon interior and temple or external nature) have been integrated into a unified space that is appropriate for adventure gaming, exploration-type mechanics, and cinematics.

  • Created an entire set of complete 3D soundscapes for the Egyptian temple and its surroundings as well as designing individual objects like statues. These assets were created in Blender and are viable for use in a real-time game engine due to having clean topology and efficient geometry. 
  • Designed architectural elements based on historical data regarding Egyptian temples built during 'New Kingdom' phase, including pylon-style gates, papyrus capital-trunk-style columns, guardian statues, hieroglyphic display details on wall surfaces, etc. 
  • Utilizing an existing material database from Substance Painter, I created a complete PBR material (physically based rendering). All materials represent real-world properties such as color variations (in both sandstones and other types of rock), surface details (e.g., scratches, scuffs), weathering (due to wind), etc. 

Process

The creation of the Ancient Egyptian Temple Complex came about from historical research as well as reference studies on locations such as Abu Simbel, Karnak, and Luxor to achieve the greatest accuracy possible. A modular asset kit created in Blender was used for making the temple walls, columns, doors, and statues of the guardian cats. The treatment of all materials was done using Substance Painter, which allowed for simulated weathering, erosion, and wear from being in the desert.  

Unity was utilized to put the environment together, using appropriate lighting techniques, including both baked lighting from the canyon and dynamic torch lighting as well as post-processing to give it a cinematic feel. The final optimization was done through the use of LODs, batching, and adjusting shadows to allow for smooth performance while providing an immersive experience in an ancient Egyptian setting. 

Working on this project was a seamless experience from start to finish. The artist demonstrated a deep understanding of both technical requirements and artistic vision. They provided regular progress updates, provided feedback efficiently, and delivered ahead of schedule. This is the level of professionalism we look for in 3D artists.

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