Between my last post and this one, I’ve made a lot of progress. I’ve modeled a number of different assets big and small, created and applied textures, added sound effects, worked on level design, and done a detail pass. I’ve also implemented an objective system in the form of collectables, modeled, rigged and animated an enemy, and added a shader that pixelates the view for a more ps1 style look.
One of the most time-consuming parts of this process was modeling and texturing. My process for this was exporting the blockout from Godot and importing it into blender. From there, I isolated each asset and recreated the mesh to match my intended look while maintaining the correct proportions. Since I was aiming for a low-resolution PS1-style aesthetic, my texturing process followed a specific approach:
* source a standard picture or texture
* Cropped it to a 1:1 ratio, focusing on the relevant texture details.
* Scaled it down to roughly half its original size.
* Offset the height and width by half and edited the seams to ensure seamless tiling.
* Scaled it down again to 32×32 pixels with no interpolation to enhance pixel contrast.
Once the texture was finalized, I applied it to the model and made UV adjustments as needed to ensure a clean and consistent look.
With the assets ready, I began importing them into the project and turning them into scenes (Godot’s term for a prefab object) to make small adjustments to them such as size, coloring, adding hitboxes or other components, such as a light cone beaming down from the bulb of a street lamp or a warm glow with a random sin wave flicker to the animated flame textures that come from a candle or campfire. After implementing the blockout components, I returned to Blender to create additional ‘prop’ assets like trash bags, empty bottles, crates, barrels, and other environmental details to make the environment feel more immersive.
This project has taught me a lot, one of the biggest lessons being how even a small test project can quickly grow into something much larger than expected. Because of this, organization and naming conventions are extremely important for keeping everything manageable. Expanding on that, having a clear from the start, defining where the project begins and ends,helps maintain motivation and direction. Without this, it’s easy to keep adding things aimlessly until it “feels finished”. This might seem like an obvious statement now, but the impact of structured planning is much greater than I initially expected.
As well as project management, I’ve strengthened a broad range of game development skills, including programming game systems, like a player controller and interactive objects. I’ve worked on level design, making a level that is coherent and isn’t confusing to navigate. The project also required a lot of modeling, covering not just asset creation but also UV editing, texturing, rigging, and animation.
Wrapping up this practice project, my next goal is to learn Unreal Engine. Since it’s more of an industry standard, It will help improve my employ-ability and help guide me toward the role and industry I’m aiming for. Another big reason for this switch is the huge volume of educational resources freely available for self teaching and referring to is much more abundant since Unreal has been around longer and has a larger user base, making it an excellent platform












