My Portfolio at The Game Assembly
The four pieces I made for the portfolio course during my second year at The Game Assembly. For more information, check out my portfolio page olofeneroth.com
Gnome Dungeoneer
A character intended for a top down action RPG or MOBA. The highpoly sculpt was made with Zbrush, the lowpoly was made in Maya and the texturing was done in Substance Painter. The final renders are real time screenshots from Unreal Engine 4.
Last Outpost
An environment piece where I focused on the shapes and silhouette, with the goal to make a scene that would feel unified and expressive. The highpoly sclupts for all the assets were made with Zbrush, the lowpoly meshes were made in Maya and the texturing was done in Substance Painter. The final renders are real time screenshots from Unreal Engine 4 with fully dynamic/movable lighting.
Clockwork Girl
The goal of this piece was to create a completely game-ready character for a 2,5D platforming game. This included every part of the process: concept, model, rig and animations. The highpoly sculpt was made with Zbrush, the lowpoly was made in Maya and the texturing was done in Substance Painter. Rigging and animations were also done in Maya. The final renders are real time recordings and screenshots from Unreal Engine 4. The cel shading effect was achieved through a post process material provided by Simon Carlsson.
Clockwork City
The idea with Clockwork City was to create a 2,5D platforming level to go along with it's companion piece, Clockwork Girl. The models were made in Maya, with tileable textures painted in Photoshop and additional texturing done in Substance Painter. The final renders are real time recordings and screenshots from Unreal Engine 4 with fully dynamic/movable lighting. As part of the project I also did some basic visual scripting with Blueprints in Unreal, as well as creating the various particle effects.
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