Be Water is a 3D platformer made in 9 months as a capstone project for the NYU Game Center by a team of 7.
I worked on our gameplay design, theming, world design, level design, and 3D art.
Be Water was more than just my team's capstone—it was also a personal game concept I had been sitting on since high school. And at the beginning of the semester, when I had the chance to pitch it to the team, you can bet I took it!
From the start we wanted the game to take place on a kitchen countertop, we just needed to find the right inspiration.
After scouring listings on Zillow, the team really liked this elongated, U-shaped kitchen we kept seeing. It can be hard to tell from an in-game POV, but from an aerial view the inspiration is pretty obvious.
Despite the look of the screenshots so far, we had actually planned for an entirely photorealistic direction early on. I even modeled the kitchen sink in the style.
But while we all loved the look of our kitchen countertop, we still weren't sure how to translate the idea of "being water" into game mechanics. It was one of the undecided aspects of my original pitch, so a lot of my early ideation was spent exploring potential abilities for our playable droplet.
Eventually, we decided to expand on the ability to turn into steam by including ice, creating a kind of state-changing mechanic.
Once gameplay started getting locked in, I refocused my attention to 3D modeling. As the only 3D artist on the team, it was my job to model each and every asset we needed—including the apartment itself!
Once assets were modeled in Maya, they were brought over to Unity and colored programmatically, creating the colorful apartmentscape you can explore in-game.