MADE WITH:
AUTODESK MAYA
SUBSTANCE PAINTER
I wantet do try and create fantasy characters in 3D, and rather than creating one of my own and sketching those, I used a reference picture from internet, something I could try and re- create in 3D. I used this picture of a mage from the artist "Sephiroth-Art" on Deviantart. The only thing I did here was re-creating this picture in 3D and texturing this in Substance Painter.
After I was done with this, I continued playing with some new techniques I recently learned, and tried to give it a cartoonish look to it.
MADE WITH:
AUTODESK MAYA
SUBSTANCE PAINTER
I wantet do try and create fantasy characters in 3D, and rather than creating one of my own and sketching those, I used a reference picture from internet, something I could try and re- create in 3D. I used this picture of a mage from the artist "Sephiroth-Art" on Deviantart. The only thing I did here was re-creating this picture in 3D and texturing this in Substance Painter.
After I was done with this, I continued playing with some new techniques I recently learned, and tried to give it a cartoonish look to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
MADE WITH:
Autodesk Maya
Unreal Engine
Substance Painter
I always liked the look and architecture of the medieval age, and even more of the Victorian age. I liked them in games, too, and combined this with a low poly harbor in the style of the story- driven game, HERALD.
This scene contains two different houses that are reused constantly with only a change in the tint of the textures, and this entire scene is completed with moving dynamic water, the ship that slowly moves on the water and smoke that was coming from the chimney. The tint of the entire scene is warm and it has dynamic lightning and minimal shadow to give a cartoonish and low poly feeling to it.
A speed modelling assigment at school, where we needed to speed model the table that our teacher set up for us. We did it under 4 hours in-class.
Game Design & Production - Narrative and Level designer
Tropical Trouble
Winner of 2nd year best audio!
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Hear- hear! A first-ever racing competition is set up by the locals of your hometown! The people of this town not having any experience with racing, their eyes are filled with motivation when catching a glimpse of the medals and trophies given to the quickest racer, thus pushing you all to take your regular vehicles and gear them up for the race!
Tropical Trouble is a playful arcade racing game that brings you through various tropical environments. Race through the tracks while aiming to destroy objects by crashing into them!
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For this 16 weeks long ongoing project, I have concepted one level, designed and implemented the main destructibles feature for Tropical Trouble, along with adding narrative flair to the overall game itself.
When I came into the team, the concept so far in its' 8 weeks of developement was presented to me. It was to be set in Sri Lanka and you'd be racing against AI is everything that was defined thus far.
As Level Designer, I researched into Sri Lanka, and how this looked like. I set up a design document to showcase my paintovers, sketches and height maps I came up with said research.
All of these I compiled into a few different node maps for the potentional map and kept iterating on this until I got one I was satisfied with, and presented this to the team in order to get green lit for implementation.
The implementation itself went through many iterations due to designers changing the vehicle mechanics and player movement up many times, and I kept iterating to fit the current 3Cs as great as possible.
Aside from Level Design, I also implemented the main destructible feature. Proposed by other designers, I broke the feature before the actual implementation within engine using blueprints and Apex destructions.
The quest design was also up to me- and this I did by taking the existing timeline I had created for Child of Lothian and pinpointing which sequence included both the most gameplay and suspenseful story elements just enough to be appropiate for a potentional Demo. I concepted this quest from scratch as well, along with the narrative story elements within this and, of course, the dialogues.
in the first 8 weeks, I learned and found my personal pipelines and work flow on concepting narrative from scratch. The 8 weeks after that, I grew in my skills of quest design concepting and managed to get over 70 dialogue lines within the game for the demo alone so far by concepting this in plain english and translating this to historically accurate scottish through playtesting, feedback and reaching out to actual scots.
MADE WITH
Unreal engine 4
Photoshop
GENRE
Racing game
DOWNLOADS
540+ on itch
TIME SPAN
January 2021
16 weeks
This document showcases all the decisions made for LD by me. Starting with the sketches and showcasing the pictures and paint overs the latest version of the level is based of. Playtesting data is showcased, and I tried to come up with an "ideal" player route to take, making sure to place papertrailing elements within this path when I block the track out. This document was not only useful for me, but also showed VA what the intended mood and atmosphere should be like through the numerous reference pictures showcased within.
LD DOCUMENT
CONCEPTING PROCESS
DESTRUCTIBLES FEATURE; VISUAL SCRIPTING
In this document, I have showcased the exact process I took to reach the blockout stage. Along with this, I have written my conclusions and reflections on the tasks I have finished, trying to decide what the best approach is on creating this level.
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![](https://static.wixstatic.com/media/1ff414_9eed45b819534c4e890a375c5469724e~mv2.png/v1/fill/w_980,h_551,q_90/1ff414_9eed45b819534c4e890a375c5469724e~mv2.png)
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