Redescobridor do Brasil

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Unity

About:

Redescobridor do Brasil is a serious game in the tourism sector, sponsored by Inovapp. The project earned its sponsorship by placing 4th out of more than 2,500 submitted proposals.

The game tells the story of Nando, the grandson of a famous photographer. Curious yet clumsy, Nando accidentally loses his grandfather’s award-winning photographs of iconic places and events across Brazil.

To fix his mistake, he embarks on a journey across the country, recreating the lost photographs and using them to replace the originals. Along the way, he meets a variety of unique and memorable characters, such as a pirate, an Indigenous shaman, and a wannabe knight.

Redescobridor do Brasil is a point-and-click adventure developed in Unity3D, with extensive use of Articy:Draft.

Studio: Flux Game Studio
Engine: Unity3D
Platforms: Android and iOS
Launch Date: May 26, 2015
Development Started: May 2015


My Role:

  • Built environments in Unity using a hybrid 2D/3D workflow.
  • Created particles and visual effects (VFX).
  • Assisted with UI implementation.

Some Work Examples:

UI Implementation:

I worked on the UI implementation for this project, which was made using the old NGUI plugin for Unity.

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Some Feature Highlights:

  • Drag and drop support – The player can combine items in the items menu to create new items, and they can also drag the item into the scene to trigger a new event.
  • Item grab animation – When the player grabs an item in the scene, a mini popup appears showing the item icon and name, confirming that the player has gotten it.
  • Dialog System – We also have a dialog area that shows the main character and the target character with animations. It is completely dynamic, so we can use any NPC in the game.
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Environment Tech:

For the environment, it was decided to be entirely 2D. Still, with some depth perception and to achieve that I split all elements of the scene into an sprite atlas and place it all together in the 3D space so the character is moving into a 3D space controlled area and the sprites were placed in a way to keep the perspective and give the player this sense of depth, also because the level art were tear down into individual pieces I could manage to make it light for low end devices with low memory budget.

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Some VFX Examples:

This project was not VFX-heavy, so the VFX was very simple and subtle. Here are some examples:

The sandstorm:

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The water splash and water ripple:

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