I haven't posted any of my stuff in this thread yet until now! I wanted to share some of my real-time Unreal Engine projects with you all and get some feedback! :)
In the not so distant future, the discovery and integration of alien life on the planet has forced cities to be built under the sea. Atlantia is an art-deco inspired museum residing in the Seafoam capital.
This was my first dive into Unreal Engine and building a real-time environment from scratch. My biggest influences were Bioshock, Gears 5, Dishonored, and the general aesthetics of art-deco with slight sci-fi influences.
Tools: Maya, Zbrush, Substance Painter, Substance Designer, Unreal Engine 4
Production Time: ~8 Weeks of off and on work
Foliage from Megascans.
Halo: Creation Project - Part 1 (Blood Gulch)
Halo has always held a special place in my gamer heart. After being inspired by Quixel's recreation of Blood Gulch, I was really interested in seeing if I could achieve a modern take on a Halo map in UE4 by myself. I initially was going to recreate Containment from Halo 2, but I decided to start with Blood Gulch for a couple of reasons. 1, being I have the Quixel recreation to learn from and compare how they achieved certain details. 2, being I figured it would be a good map to start learning terrain sculpting in UE4 on.
The terrain, canyon walls, and Halo ring were modeled/sculpted in Maya initially, then brought into UE4 to organize the map layout. I followed orthographic views of the original map to zone in on accurate layout and topology (making minor adjustments where needed). I worked iteratively on sculpting the terrain, canyon walls, building detailed lighting, and building the skybox around and on the halo array). Foliage & rock meshes are from quixel, & shaders made by me.
Here are some in-engine screenshots from an early look at a stylized 3D Puzzle-Platformer called "Zoélie" being worked on by a large group of around 40 students at SCAD being led by two industry professionals. These screenshots are from an early build of the game, and feature one of our three unique environments (An urban South American city set in the 80's)
I'm an environment artist on the integration team; contributions include world building/set dressing, modeling & texturing (procedural materials and handpainted) of various assets.
The environment is set in a South-american city and features stylized assets and materials, and our production follows the Agile workflow of development.
This game will feature 3 unique environments, this city is one of the 3. This is the only of these 3 projects that I worked on with a team! The Atlantia and Blood Gulch ones were entirely done by myself! :)
Atlantia: Museum Beneath The Sea:
In the not so distant future, the discovery and integration of alien life on the planet has forced cities to be built under the sea. Atlantia is an art-deco inspired museum residing in the Seafoam capital.
This was my first dive into Unreal Engine and building a real-time environment from scratch. My biggest influences were Bioshock, Gears 5, Dishonored, and the general aesthetics of art-deco with slight sci-fi influences.
Tools: Maya, Zbrush, Substance Painter, Substance Designer, Unreal Engine 4
Production Time: ~8 Weeks of off and on work
Foliage from Megascans.
Halo: Creation Project - Part 1 (Blood Gulch)
Halo has always held a special place in my gamer heart. After being inspired by Quixel's recreation of Blood Gulch, I was really interested in seeing if I could achieve a modern take on a Halo map in UE4 by myself. I initially was going to recreate Containment from Halo 2, but I decided to start with Blood Gulch for a couple of reasons. 1, being I have the Quixel recreation to learn from and compare how they achieved certain details. 2, being I figured it would be a good map to start learning terrain sculpting in UE4 on.
The terrain, canyon walls, and Halo ring were modeled/sculpted in Maya initially, then brought into UE4 to organize the map layout. I followed orthographic views of the original map to zone in on accurate layout and topology (making minor adjustments where needed). I worked iteratively on sculpting the terrain, canyon walls, building detailed lighting, and building the skybox around and on the halo array). Foliage & rock meshes are from quixel, & shaders made by me.
Zoélie (Game Environment UE4 WIP)
Here are some in-engine screenshots from an early look at a stylized 3D Puzzle-Platformer called "Zoélie" being worked on by a large group of around 40 students at SCAD being led by two industry professionals. These screenshots are from an early build of the game, and feature one of our three unique environments (An urban South American city set in the 80's)
I'm an environment artist on the integration team; contributions include world building/set dressing, modeling & texturing (procedural materials and handpainted) of various assets.
The environment is set in a South-american city and features stylized assets and materials, and our production follows the Agile workflow of development.
This game will feature 3 unique environments, this city is one of the 3. This is the only of these 3 projects that I worked on with a team! The Atlantia and Blood Gulch ones were entirely done by myself! :)