I was given the chance to join a team in which I had first to prove what I could do. The premises weren't too clear so there was full creativity on the art department: we were given a couple of assets untextured and we had to do some of the mechanics written on the documentation for the duration of 8 hours. Don't take me wrong, I enjoyed the process.
I decided to give it some thought and textured everything by using just one texture and material (if we ignore the water) for every asset to optimize as much as possible the game.
For the mechanics that I added:
1. I created a central resource generation area, following a bit the concept of the gem hunt from Clash Royale. The idea was to spawn a resource in a X interval, up to a maximum of 5 items laying on the ground at the same time (to prevent overflow). The SFX were made by me using a microphone and some creativity, I had my laugh while doing it.
2. Then I added a base where you would have to deliver your resources. If you go inside the decals, the resources will transfer from you to the base/plane, having a little scale animation to exaggerate a bit more the process of receiving the material.
Other things to point out:
* I felt that the scene was a bit empty just with the elements I added, so I decided to place some in the water, to which I added a script automatically so they would look as if they were floating.
* The VFXs and materials/textures where made by me, whereas the 3D models of the props on the environment, the character and the idle and walk animation from the Elixir Games' Team
Unity was used to do the game, while Autodesk Maya for the UV planning for the retexture and VFX modeling
You can access the game from here: https://1drv.ms/u/s!AnsJTet_U0dajOApBGOJEoxVk7YydQ?e=piVCgZ
Gameplay