Nina Petchprapa
Technical Environment Artist
Project:
Trappist Landing
My senior game project at DigiPen with a team of other artists, game designers, programmers, and sound designers. Trappist Landing is a first person narrative adventure game.
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Become Sara, an Exobiologist sent on a mission with her crewmate, Mark, to explore an earth-sized planet 39 light years away in the TRAPPIST-1 solar system. She realizes her life’s work as she investigates an alien world in search of extraterrestrial life. Upon landing, her mission quickly spirals out of control. She must overcome physical and personal challenges to fulfill her dreams.
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My Role: Art Producer, Environment, VFX Artist
- Supervised the art team’s scope and managed their weekly submissions
- Troubleshooted art related issues from art, tech, and design teams
- Created 80% of the environment to supplement the story of the game such as terrain, rocks, ground covers, trees, etc.
- Created and used procedural Houdini assets in the game which tremendeously sped up the pipeline
- Designed and implemented different effects that enrich the mood of the game
- Prop dressed and did lighting for most of the the game
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This game has a lot of exploration awaiting for the player. One of the main highlights is to scan different alien plants on the planet to collect information back to earth. I was responsible for designing all these plants and give each of them a unique role in this ecosystem. It was such a rewarding experience working with this talent team.
Trailer
Contribution
Trappist - Beta01Latest screenshot from the game. | Trappist - Alpha 01Screenshot from Alpha milestone (1). The following assets in the picture were created by me: wall and ground textures, rocks, trees, ground covers | Trappist - Alpha 02Screenshot from Alpha milestone (2). The following assets in the picture were created by me: wall and ground textures, plants from the ceiling, concept for mushroom. |
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Trappist - Alpha 03Screenshot from Alpha milestone (1). The following assets in the picture were created by me: wall and ground textures, rocks, trees, ground covers | Alien Plant - P014 | Alien Plant - P021 |
Rock Generator 1This tool was developed in Houdini to quickly generate the most abundant and tedious asset in our game: rocks. You can plug in any simple geometry or another model into the system to generate different shapes and sizes of rocks. You can export both high poly and low poly models from the tool. | Rock Generator 2All these rocks used a sphere as an input but with different property values. | Procedural Wall PiecesI procedurally generated these wall pieces in Houdini by inputting different curves into the network without doing any sculpting. This is proven to be quite efficient since I can quickly make a new wall piece with the same look of any dimension according to the designers' request. Unfortunately, due to license limitation I cannot pass on a Houdini tool to the designers for them to use inside the engine. |
Procedural Vines (1)[Houdini plugin to Unity] Another solution to tedious alien vines asset in our game. Simply draw/adjust curve in the engine to create vines anywhere. You can also adjust the parameter to control the type of noise or sizes at any point on the vine. | Procedural Vines (1)You can also put tileable textures on top. |
VFX
VFX_smoke | VFX_sparks01 |
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Vegetation Design 1 | Vegetation Design 2 | Vegetation Design 3 |
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Vegetation Design 4 | Scan Concept (1)Concept for scanning sequence. | Scan Concept (2)Concept for scanning sequence. |