Matthew murchison capture6

Use of modular assets made constructing the labyrinth very quick. This allowed me to refine the art style, and iterate on the overall design.

Matthew murchison materials

A large part of this project was working with minimal resources. These materials combined in several variations are the backbone of the environment textures in the game.

Legend of the Minotaur: Modular Assets

Matthew murchison sand

Sand is a super easy material, but also one of the most fun to design. The mix of star ridges and windswept distortion make sand very fun to design.

Matthew murchison tiles

Tiles are always interesting, in a top-down game the floor is extremely important. I took inspiration from the ruins at Knossos for the tilling pattern.

Matthew murchison wall

These pillars were the most technical of the designs. The Minoans used a unique style of supports that made their walls very earth-quake resistant. Naturally, I wanted to authentically represent that ingenious technique.

Matthew murchison capture4

This project I chose to harness the power of Cinemachine to maxims display the gorgeous art as engagingly as possible.

Legend of the Minotaur

I wanted to achieve three things with this project: Work towards an AA/AAA standard of polish by embracing modular assets and using tools like CInemachine and the new Unity Post-Processing Stack, staying true to historical reference through research and interviews with professors specializing in mythology, and to create a compelling stealth gameplay experience.

For this project, I created every 3D asset, as well as coding 3 unique AI, and designing the game from the ground up.

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