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Game Design / 3D ExplorationMaya · Unity

The Lost Bird

A young bird gathers what it can on a journey back to the tallest tree.

Project period2023.4–2023.6

Low-poly forest level with streams, waterfalls, bird houses and a high platform.

I used a small bird’s journey to design a forest from the ground up: what the bird can do, what it finds along the way, and how the landscape gives it a route home.

The way home

Start at the foot of the forest

I started with a bird that falls from the tallest tree in the forest. Its home is beyond the mountain, and it is too weak to get back there on its own. I set the journey through streams, lakes and places built by other birds, with useful objects to collect along the way. The mountain gives the journey a direction long before the bird is strong enough to reach home.

Original title illustration: a small bird in a wide forest landscape. FULL SIZE ↗

The bird and its abilities

The bird at the start

The ostrich and kiwi references gave me two ways of thinking about a bird that travels on foot. I kept long legs and a compact body, then gave the young bird a swept crest and a small hooked beak. I carried that outline into the low-poly model and checked it in a plain render, a wireframe view and a coloured version.

Base bird design, animal references and gesture thumbnails. FULL SIZE ↗
Character model shown as a grey render, wireframe and coloured render. FULL SIZE ↗

Small tools for different obstacles

I made the leaf pickups recognisable by both colour and outline. They have different jobs: one changes how the bird moves, another lets it use fire on objects, and another gives it an extra jump. I wanted collecting to give the player something to try on the route, rather than just increase a count.

Purple · Shadow movement
Slip into the bird’s own shadow and move with it.
Red · Fire
Give the weapon a fire attack. Certain objects require fire to interact with them.
Green · Attack after taking a hit
Taking damage gives the bird a chance to attack immediately.
Blue · Second jump
Use the leaf to jump a second time in the air.
Gold · Choose a form
Collect five to choose one of the three bird forms.
Original design board showing the five leaf silhouettes and their intended uses. FULL SIZE ↗

Three possible forms

I used the wings, tail and stance to tell the three forms apart. The sky bird stretches into a gliding silhouette; the sea bird has a fin-like crest and flowing tail; the land bird stands on stronger, taller legs. They are three ways to develop the same young bird, and I kept enough of its crest and colours for it to remain recognisable.

Sky Bird · extended wings and a long trailing tail. FULL SIZE ↗
Sea Bird · fin-shaped crest and flowing tail feathers. FULL SIZE ↗
Land Bird · tall legs and a grounded stance. FULL SIZE ↗

Drawing the forest in 2D and 3D

Lay out the water, then check the height

I drew one piece of the forest as an isometric map. The stream links the pools and waterfalls, while the rocks, trees and low buildings break the ground into smaller spaces. The mountain rises behind those spaces and gives the route a distant landmark. I modelled that layout in Maya so I could see how the heights and landmarks read together, and brought the scene into Unity.

Drawn 2D forest map with streams, rock walls and bird houses. FULL SIZE ↗
Low-poly forest scene shown in the Unity editor. FULL SIZE ↗

Finding a shape for the trees

I sketched branches, roots and canopies separately from the terrain. Some trunks curve over an opening, while others leave a clear gap between the ground and canopy. I explored a fuller, painted tree as well as the simpler shapes used in the model.

Tree development from line studies to a painted canopy. FULL SIZE ↗
Thumbnail sketches for trees, branches and roots. FULL SIZE ↗

The level route

Read the main route and the side points separately

I used a red line to mark a path from the spawn point across the low part of the map and toward the slope. The red dots mark the start and end; blue dots mark transport points; green triangles mark interactive objects. The lake, the bird house and the high platform give the map points the player can recognise from ground level.

For travel between different maps, I also considered letting the bird ride a large snake. That idea belongs to the links between maps; the diagram below focuses on the route, transport points and interactions inside this one forest area.

Original game-flow board: spawn point, lake, bird house, high transport point and map legend. FULL SIZE ↗

Habitats and other birds

Three places along the route

I gave the lower water, ground-level buildings and high rock different inhabitants. The habitats let me think about what a bird would do in each part of the map, and they make the climb away from the lake visible even in still images.

Lake · Waterfalls and shallows mark a habitat for birds that favour wet ground. FULL SIZE ↗
Bird house · The structures belong to other birds. I placed them close to the ground in an area where larger land birds live. FULL SIZE ↗
Mountain · Birds that often fly gather around the higher terrain. A ledge with a transport point makes height visible in the route. FULL SIZE ↗

Explore the silhouettes of the other birds

Alongside the protagonist’s forms, I explored long gliding shapes, heavier birds that stay close to the ground, and birds with broader or more sharply spread wings. Small line silhouettes let me compare these outlines before committing to their markings and colours.

Colour studies for other birds in the forest. FULL SIZE ↗
Early bird silhouettes in line. FULL SIZE ↗