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
Unreal Tournament: BLITZ
Unreal Tournament MAP design
In 8 weeks' time, I researched the multiplayer first person shooter game Unreal Tournament, sketched out map ideas, prototyped various blockout scenes, and kept iterating and playtesting on this until having created the resulting video here.
The theme of this map I chose to be an Aquarium, where I took advantage of the curved fish tanks to make this overlap with the 3Cs and character movement, along with using minimal light and water reflection as breadcrumbs and leading the player into points for either advantage or disadvantage.
Unreal engine tournament is a pvp tournament with different game modes to choose from. I made my level for the BLITZ game mode, which is a game where two teams are fighting to either protect or steal the flag from one another.
MADE WITH
Unreal Tournament Editor
Photoshop
GENRE
1st person shooter
DOWNLOADS
280+ on UTCC
TIME SPAN
September 2020
8 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.
LD DOCUMENT
CONCEPTING PROCESS
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. More in detail information and reflections are written within these slides themselves.
![](https://static.wixstatic.com/media/1ff414_8c494d6a915d44c889f005a8650aa74c~mv2.png/v1/fill/w_981,h_551,q_90/1ff414_8c494d6a915d44c889f005a8650aa74c~mv2.png)
![](https://static.wixstatic.com/media/1ff414_1447d9ea52974eafac3d5542476c4625~mv2.png/v1/fill/w_980,h_491,q_90/1ff414_1447d9ea52974eafac3d5542476c4625~mv2.png)
![](https://static.wixstatic.com/media/1ff414_116b843500b94004903fe95ce4178bf2~mv2.png/v1/fill/w_981,h_551,q_90/1ff414_116b843500b94004903fe95ce4178bf2~mv2.png)
![](https://static.wixstatic.com/media/1ff414_d747770329b84f2fa1d7dd663965de92~mv2.png/v1/fill/w_981,h_551,q_90/1ff414_d747770329b84f2fa1d7dd663965de92~mv2.png)
![](https://static.wixstatic.com/media/1ff414_9bec9455af6b4b59a478f1545141125e~mv2.png/v1/fill/w_981,h_551,q_90/1ff414_9bec9455af6b4b59a478f1545141125e~mv2.png)
![](https://static.wixstatic.com/media/1ff414_aa13798f52504cd4a1e48862d5e6f44d~mv2.png/v1/fill/w_981,h_551,q_90/1ff414_aa13798f52504cd4a1e48862d5e6f44d~mv2.png)
![](https://static.wixstatic.com/media/1ff414_01fd7faf5d10425aa1aade091703521d~mv2.png/v1/fill/w_981,h_551,q_90/1ff414_01fd7faf5d10425aa1aade091703521d~mv2.png)
![](https://static.wixstatic.com/media/1ff414_8b06ed5a2b61474dbe605ba1efd333a5~mv2.png/v1/fill/w_981,h_551,q_90/1ff414_8b06ed5a2b61474dbe605ba1efd333a5~mv2.png)
![](https://static.wixstatic.com/media/1ff414_3aeb70e7fe5e4101823fdae9988dd872~mv2.png/v1/fill/w_981,h_551,q_90/1ff414_3aeb70e7fe5e4101823fdae9988dd872~mv2.png)
![](https://static.wixstatic.com/media/1ff414_d01bef7693a44b99927fc29b12db36c9~mv2.png/v1/fill/w_981,h_551,q_90/1ff414_d01bef7693a44b99927fc29b12db36c9~mv2.png)