2,5D Game Test
Test scene for 2,5 assets pipeline. For fun and glory. Almost a year ago, I started creating 2D assets for a location in my personal turn-based game project. When I had to pause development, I didn’t want the work to go to waste, so I decided to revisit an old idea — testing a 2.5D pipeline and turning the result into a portfolio piece.
I hesitated for a long time, since the 2D sprites were already nearly complete. This meant building 3D geometry to generate proper normal maps for existing assets — essentially reversing the typical workflow.
Thanks to custom Photoshop and Unity scripts, I was able to handle and automate a large volume of assets within this pipeline. Due to time constraints, I didn’t implement full 3D shadow support in post-processing.
In the end, the experiment helped me better understand the complexity of such a pipeline — and question whether that level of technical overhead is always justified. https://drive.google.com/file/d/1SYjflT3C_o-2KmfdpABPktvBf872T4jK/view?usp=sharing




