Friday, May 5, 2023

 Hello World!


Long time no see. Welcome to the updated Scarlet Rain development blog! Here, I'll (try to) post regular updates on how the game is coming along...



Here is an older screenshot from a few months ago... The character's costume and the flood that occupies the pavements has since come a long way...


Tuesday, November 8, 2016

A New Beginning - Graphics

Photorealism in Project Scarlet Rain

Radiator Model - 1026 polys, 2 x 1024x1024 diffuse textures

Radiators are common heating devices used indoors.
They are available in almost every household, and so
are a very common asset within the game. This means that
the radiator asset within the game is going to be seen
multiple times in different places, so it has to be both
detailed enough that it sits well with multiple 
backgrounds while being memory-efficient enough that 
using it in high numbers won't crash the game. 

This radiator model was based on one of the most commonly
found real life radiators available in Turkey. 



It will rain tonight


"Do you really have a face?

Or has your mask of sanity finally come off?"

Monday, May 6, 2013

Project Update: 

Screenshot from Editor featuring the Stranded before they're engaged in battle.


161FPS with 6 programs running in the background. 

And here's a render from an untextured level: The Underground/Sewer Maintenance Halls

Monday, April 29, 2013


Project Scarlet Rain Update
Creating the Villains
Part Two

The Sanitators
When The Stranded fail, Sanitators take over. Sanitators are trained agency hitmen disguised as city workers. They wear protective masks and suits that will keep the locals away from them, and cover their weapon caches with warning tapes. The leader of the Sanitators wears the green variant of the worker suit, and is believed to know Scarlet, the protagonist, from before he became an outlaw.


Sanitators don't idly wait around. They usually patrol certain structures of interest, and are much more skilled then Stranded units. Their field of vision and reaction time are off the charts, and so is their rate of fire & accuracy. They carry compact pistols which they conceal underneath their worker suits, and don't have to stop and reload after each shot. Sanitators work in pairs, and attacking them without a plan is suicide. Their weapons can be picked up after a shootout, and some will even carry flares. Though not SOP(standard-operating-procedure), some Sanitators carry explosives that can be shot off their rigs to kill the pair. Some will prime these explosives near death in an attempt to take out their aggressors, so engaging them at medium to longer distances is advised. Sanitators can be located by listening for their breathing sounds; the masks they wear force them to control their breathing at all times while giving away a loud noise.
Creating the mask for a Sanitator;

It all starts with the half-loop that forms the breather part.
The breather is completed
Secondary characteristic parts that won't bend are modeled seperately.

Basic Topology is formed around the eyes/nose region

Topology continued
Rough version of the model is prepared
Basic colors are assigned and a clean uvw unwrapping procedure is applied. This takes the bulk of the time.
Basic Texture is generated.
A High-Polygon version of the mask is sculpted in Zbrush and Normal Map is generated. The second iteration of this sculpt is used as actual in-game model.
The Basic Texture is further iterated on. 
The in-game model is imported into Unity and assigned the proper textures/shaders. The eyes are not done, they will have a transparent glint that lets you vaguely see the wearer inside.














Monday, April 8, 2013



Project Scarlet Rain Update

Creating the Villains
Part One

The Stranded/The M. Schuler International Shelter Service (aka ISS)
Some of the most common enemies Scarlet will face in his journey are The Stranded. These people are homeless men who've been provided shelter by the  ISS, a subdivision of the very Private Military Corporation that Scarlet is evading. The ISS is used by the PMC as a means of laundering money and showing off. An expensive, international ad campaign. The ISS also uses some of the cold war's brainwashing techniques on selected Stranded to create "Assets". Assets have no memory of their training, and if caught, they have no connection with whichever agency assigned them. The ISS, acting on four continents, trains and deploys assets wherever they can. The Assets/Stranded live their lives on the street as usual. However, should the event call for it, they are activated during their visit to the Shelter. With their daily food and medical supplies, they get their disposable gear and target info. From then on, they'll fight as mindless puppets, low on intelligence but high on courage to eliminate their target, without conscience, without regret or remorse. And should they conclude their assignments, they will have no memory of it.

Stranded wear the hoodies and cargo pants provided from the Shelter, and have the Shelter logo in the back of their clothing. They're usually found sleeping or talking to themselves, and will not notice Scarlet if the player is careful enough not to make noise. Upon making noise or engaging them, they will furiously attack with zip-guns made from materials that can be found in just about every garage, firing small caliber "wad-cutter" ammo. While a single Stranded may not be much of a challenge, if two or more start attacking, it would be wise to find a hiding spot until their temper dies down.


The standard Hoodie of the Stranded Asset, in low-poly

Modelling The Stranded Asset's Hoodie, from standart low-poly model to smoothed  in-game version.


The Pants are modelled and added into the mix.

Both the Hoodie and the Pants are textured, detailed and bump-mapped using Photoshop and Zbrush.

Total Modelling, detailing and texturing time; two and a half days. Optimal Polygon Count reached, and Photo-realistic base is ready. Next Update, I will focus on Shoes, Scarves and hands, as well as Faces.

Wednesday, March 13, 2013


Progress Update 1:

Control Mechanics

(The keys defined here are set to their designations by default. They can be changed on demand.)

Project Scarlet Rain utilizes a free floating camera system that can be manipulated using the mouse. The player is free to examine the environment without moving the character(Scarlet). Controlling Scarlet is done with the keyboard. W-A-S-D keys are used to move Scarlet. If the LeftShift key is pressed during movement, Scarlet will start running. Scarlet can run for minutes before he gets tired, but recharging your stamina takes just as long as it takes for it to run out. Space makes Scarlet jump, and can be useful when trying to avoid obstacles in your path. Q and E keys can be used to lean left and right, respectively. Leaning is useful for checking corners or during firefights, when you're behind cover. Right mouse button will make Scarlet concentrate/aim on the 3D reticule. This is where the Free-Aim system comes into play. Unlike most shooters, Scarlet's movements aren't defined by the center of the camera. Scarlet can look around the game environment freely, and aiming with this system brings a whole new depth of immersion to the gameplay. 

Scarlet can holster/unholster his weapons by using the H key. This lets him pick up and inspect/use other objects within the game environment without the need for dropping his weapons. The R button is used to reload the selected weapon, and should the discarded magazine have any bullets in it, they will be lost. The L button brings up the flashlight, which can be equipped while a weapon is drawn. This will affect your accuracy as Scarlet will hold the weapon with a single hand. LeftAlt deploys a flare, which is useful for lighting an area for a short amount of time. The F key is used to interact with whatever item is nearest. It's used for picking up items, activating buttons/levers, opening doors etc. A work in progress function is crouching, which will be done using the LeftControl key. 1-2 numerical keys switches between primary and secondary weapons, while TAB is used to display objectives and the 3D compass. Every action has weight to it, transitioning from standing still to walking to running, and while Scarlet may draw his weapon and aim quickly, it will still take some time for him to turn 180 degrees