Call of the wind

This was my first-year final project, created to reflect my imagination and passion. 

I aimed to translate the Rococo 2D art style into a 3D space, experimenting and problem-solving along the way. 

Working on a 13-year-old laptop, I crafted custom VFX like flowing leaves and guiding particles to capture the dreamy, airy feel of Rococo plant life, despite hardware limitations. Perseverance and creativity were key in bringing my vision to life. 

Unfortunately, the web build doesn’t fully support the VFX, unlike the original version. 

VFX EYA.mp4

For a project in my first year game art, I created these VFX to include leaves and flowers. Since my 13-year-old PC couldn't handle the high vertex count of detailed trees without crashing, I developed this solution to achieve rich foliage while maintaining performance.

This is a walkthrough of the Rococo world I created, primarily focused on showcasing different assets and assembling them in a cohesive space. If I had more time, I would make significant changes to tell a story, but I had one semester together with other courses for this project. Below, you can find more details on the process, including what worked, what didn’t, and credits for the music. 

Game scenes:

The process presentation:

ROCOCO style breakdown.pdf