Breaking Point : Sneak peak into assets


Hello everyone, 

My names bill and I'm one of the asset designers for the Breaking Point team and in this dev log i will be showing you a sneak peak of some of the assets that i have created that are being used in our game.

All assets were created using Maya, adobe substance painter and adobe illustrator.

lets start thing off with an item that most of you will very likely end up using. 

Lanterns, as one of the light sources in the game and your best friend when night comes. There are two variant in the game, these lantern are placed around camp and one is carried on your person in your endeavor to climb MT Everest.  the textures change sightly when they providing light and u can find versions around with the handle resting on their side. the handle and the base of the lantern are one asset but the handle is not attached to the main body of the lantern allowing it to be rotated.

Next we'll be showing some of the assets that u can find out around the environment.

Ladders. ironically in a mountain climbing, ladders find a different purpose then the expected, instead of climbing a ladder to change a light glob you will be instead walking on it to across some hole in the ground. since this is a common thing on MT Everest, we added ladders to the game. you can find them as environment pieces. with some additional detail for the ends and the hollow step bars similar to the light weight design and scale, these are based on the ladders the real climbers use for MT Everest.


Marking poles and flags. a game wouldn't be complete without something marking points of interest, but instead of some scratches on the floor or paint on a wall, we present you with these beauties. you will find them around the camp and the levels. but don't expect too many of them, as we will let you discover your way up on this journey. the designs for these are simple, the poles are relatively accurate to what they are based on, with minor differences as for the flags, they have a bit more attention to detail with the fabric wrapped around the stick, i think i did a good job matching them to their real life counterparts. 

Trekking poles. walking is hard, walking in the snow with half your weight on your back is harder and things like walking stick exist for the snow, so we brought in trekking poles. these will be seen around camp amongst the tents and equipment to bring some aesthetics to the area. the design was made simpler compared to the real life features, such as the strap and extension clamps which weren't implemented due to the game's art style. the use of only two colors made it look pretty neutral and recognizable. 



Ropes and rope clips. climbing mountains and rock climbing have a lot of things in common, the main one is going up, usually with a harness and a rope to stop your fall, well here it is. i present to you rope, and rope clip. you can find these items on some of the crates around camp. these assets add to the aesthetic that you would expect from rock climbers. the rope took a few attempts to get right and one of which was a unrecognizable mess but it finally got there. design i went for was to match paracord and i think it did a good job in both the layering and the amount of length the rope has. the texture pattern could of been in thinner strips but it made it harder to see the change between the colours. the rope clip was made in three variants and you'll have to play the game to find out what the other two colors are for yourself. when designing it i thought of adding the opening for the clip but it didn't match the aesthetics i was working towards. the pilled paint made the clip look like it's been thought some ware and tare which works out pretty well. 


Sign. this sign says Way to MT Everest but in our game you can make your way to the peak, the way you want to. you can start by downloading the game and making your way from there. the sign design was simple starting with a curved edged pole then adding a flat surface. the texture was chosen to look like it has be in the elements for a while and the text was made and added to the sight from illustrator. i think it will fit in well and that it is good addition to the game, pushing the narrative in a straight forward manner.



Well with that, i bring this sneak peek to its conclusion and i hoped you all found this to your liking and are looking forward to seeing these in the game.

Thank you for reading this dev log and i hope you enjoy our game.

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