1. Lost Twins 2
  2. News
  3. Devlog #43 - Setting up Trailer Scene

Devlog #43 - Setting up Trailer Scene

Welcome to our latest game development progress! In this devlog, we'll take you through the creative and technical steps in making our trailer scene. From the initial storyboard to the final touches in Unity, each stage of the process has been crucial in crafting the immersive experience we envision.

Storyboard and Concept Art

Our journey began with the storyboard, which laid the foundation for the trailer scene. This initial step was crucial for mapping out the sequence of events and setting the tone for the visual narrative. From there, we moved on to concept art, where we visualized the look and feel of the final scene. This stage was essential for refining the overall aesthetic and ensuring that every element aligned with our creative vision.



Base Models and Blockout Animation

Once the concepts were finalized, we transitioned to creating base 3D models. These models were the building blocks for our scene and helped establish scale and proportions. Afterward, we imported them into Unity to test basic camera movements and animations. This blockout phase allowed us to refine the scene’s flow and make adjustments early in the process. Once we were satisfied with the animation and layout, we proceeded to more detailed modeling.

3D Modeling

For the final models, we focused on sculpting and texturing. Using ZBrush, I sculpted intricate details to bring the environment and characters to life. After sculpting, I created low-poly versions of the models and baked the high-resolution details into normal maps using Substance Painter. Texturing was a key part of this process, as it allowed us to match the models closely with our concept art. These fully detailed and textured models were then integrated back into Unity, replacing the blockout versions.



Lighting and Skybox

The lighting setup was designed to enhance the mood and guide the player's focus. We used a combination of spotlights and point lights to highlight key areas of the scene. The skybox played a dual role: not only did it serve as the backdrop, but it also contributed to the ambient lighting, enriching the atmosphere. I created the skybox using a custom cubemap in Photoshop and incorporated Shader tools in Unity to dynamically adjust the sky's color as needed.



After all the hard work, the scene came together beautifully, with the detailed models, dynamic lighting, and custom skybox creating an immersive atmosphere.





That wraps up our devlog for today! We’re thrilled with how this scene is shaping up and can’t wait to show you more as development continues. If you have any questions or feedback, feel free to drop a comment—we’d love to hear your thoughts. Stay tuned for more updates, and thanks for joining us on this journey!

Best regards,
Playdew Team

https://store.steampowered.com/app/1752540/Lost_Twins_II/