Operation: Dogfight Maps
Squeaks and Treats

Squeaks and Treats

Squeaks and Treats

Squeaks and Treats

Squeaks and Treats

Squeaks and Treats

Dog Den

Dog Den

Dog Den

Dog Den

Operation: Dogfight Maps

To create the map squeaks n’ treats, I did as follows:
- Researched a new style for environment assets, compiled references
- Took the existing grey-box assets from Blender into Zbrush, adding rock detailing that matched with our style goals
- Exported the high and low poly meshes, created UV’s within Blender for each mesh, brought each mesh into Substance Painter
- Followed a PBR texturing pipeline to create textures for rocks and agility course assets, developed a smart material that adds a ‘stylized’ appearance to assets.
- Created a tiling Hand-painted texture for grass within Photoshop, created an alpha in Photoshop to add fringe to the edges of the grass on each rock
- Imported assets and materials into Unity Engine, laid assets out within each scene. Added colliders to each mesh, as well as an existing shader Petricore had been using to create the cel-shaded look
- Play-tested the map for bugs
Upon completion of the map, it was shown at PlayNYC for the general public to play. In total it took a month and a half to develop the style and create, import, and test each asset.
For this map, assets I created include everything but the Balloon Cat heads, trees, small rocks along the shoreline, the water texture, red doghouse, and pickups. The original grey box rock shapes and map layout were created by the lead artist.

To create the map Dog Den, I did as follows:
- Conceptualized a map theme, pitched it to the rest of the team for approval
- Created a grey-box within Blender, tested it within Unity with the team to make sure map layout and scale met gameplay expectations.
- Upon approval, created finalized versions of each asset within Blender. Created UV’s for each mesh
- Depending on the asset I either followed a PBR pipeline within Substance Painter, using a custom made stylized material on the mesh, or brought the UV layout into Photoshop and created a hand-painted version of the asset
- Imported assets and materials into the Unity Scene, properly laid out each asset to match the grey-box. Also used older assets to populate an outdoor scene
- Added colliders to each object, as well as created the bounding box for players so that way they could not go outside the intended play area
- Tested map extensively for bugs
Overall, it took a month to create the map. Upon completion it was shown at BostonFIG for players to try.
Of the assets within the map, I made all except for the trees, the water and food bowls, the water texture, and the pickups. The TV screen functionality was created by a designer at Petricore.

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