Remembering Hue

Remembering Hue is a third person, level-based exploration game in which the player must interact with the environment by collecting and mixing colors in order to help the protagonist traverse her way through grief. Every level represents its own part of the grieving process beginning with no visible color due to the protagonist’s loss of fulfillment in her painting. This loss of fulfillment is caused by Grievels: dark creatures who linger and sap color from the world solely to remind the protagonist of her negative feelings. Avoid them and restore hope to a once lively world!

During this project my main role was character artist, but I also did illustrations, animations, UI, particle effects, and animation and material blueprinting for the project.

Team size: 7 people

Project Duration: 16 weeks

Created in Unreal Engine 4

 

https://www.youtube.com/watch?v=j4MwOZniRHI&ab_channel=MatthewMerino

Concepts

When conceptualizing the protagonist for Remembering Hue, the main theme of grief was already decided upon. We wanted her design to allude to her relationship with art and her lost mentor, with her oversized smock and sketchbook being hand-me-downs from him.










Models and Textures

The characters were modeled and rigged in Autodesk Maya. The protagonist’s textures were drawn in Clip Studio Paint while the Grievels’ materials were created solely in-engine.


RH_yellow

RH_blue

RH_green

RH_orange

RH_purple

RH_red


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Animations

While I was in charge of rigging all of the characters and animating the Grievels, the animations for the protagonist were split between me and two other teammates. I then implemented all of the animations into the game and created the character animation blueprints.



Idle
Idle

Cry
Cry

Walk
Walk

Chase
Chase

Idle
Idle

Cry
Cry

Walk
Walk

Chase
Chase


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Sketchbook Pages

The protagonist’s sketchbook was filled with drawings and notes from her mentor. Many of them are depictions of her and their happy times together. The torn out pages can be found all over the environment and serve as the main storytelling component in the game. There are 6 total to find, 3 of which I illustrated.


UI

While I was only partially responsible for the layout of the UI, I worked on adding design elements that fit the sketchbook/painterly aesthetic of the game. I customized the buttons and added animations to make the menus feel hand-drawn.


Pause Menu

Level Transition

Tutorial Easel

Loading Animation

Effects and Particle Systems


Paint Fountain

Foot Dust

Paint Spray

Shrine Cleansing

Object Outline and Sketchy Lines