
LÜGNER LAGUNE

Social Deduction

6 People

Art Producer / 3D General Artist

Board Game

6 Months
Summary
Liar's Lagoon is a captivating social deduction game where players assume one of two distinct roles. After a plane crash leaves them stranded on a deserted island, the players must collaborate to restore a radio signal and escape. However, the island's curse has taken hold of some, who now work against the group to prevent their escape. A companion app enhances the game by assigning roles secretly, enabling the use of curses, and allowing players to incorporate their own ideas into the gameplay. For those who prefer a traditional board game experience, Liar's Lagoon can also be enjoyed fully offline without the app.
3d-art





Prototyping
Before my work as a 3D artist began, our small team established both the core gameplay mechanics and the basic layout of our level. To achieve this, we initially focused together on prototyping mechanics, gameplay loops, and the rough map layout. To enhance efficiency, we used small sketches for our characters, game cards, as well as our map.


After some time, we took the direction we wanted to pursue further. While my team focused on expanding the game mechanics, I was able to start creating the map in 3D to later produce a high-quality render for our board game.
map creation



Reference

Final Asset


Gaea Recreation

Blender Prototype
To create the map, I first began reconstructing it with Gaea. Here, I was able to generate various alpha maps, which I could later use as height/displacement maps as well as for texturing the beach, grass, and rocks.




Map Creation in Gaea
Gaea enabled me to export these various maps. Additionally, I created more alpha textures to better adapt the future board game.






Texture Export from Gaea
The created textures allowed me to properly set up the island in Blender using displacement maps and additional shaders. This also included asset placement of palm trees, branches, rocks, waves, and other hero assets. The process was finalized by creating shaders for the water and the assets themselves.



