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Game Art

Steven Serra Mock
by StevenSerraMock on 1 Jun 2023 for Rookie Awards 2023

A collection of my most recent projects as the grand finale of my Rookies submissions!

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Introduction

Hello, and welcome to my last The Rookies contest entry :). Since I will not be eligible to make it after this one, I wanted to take this last chance to display my most recent work and some highlights from my studies.

I am a game art generalist since I enjoy working in different fields and solving various problems. My specialty is technical understanding and being able to think about a game project on a conceptual all-encompassing level.

You can find my portfolio here: https://www.artstation.com/gomorrahdotd

SciFi Corridor

I browsed Artstation and found a concept by Oleg Ovigon that just spoke to me. I set myself the challenge to transfer his concept to Unreal Engine 5 as close as I possibly could. 
I took the chance with this environment project to not only work with the new technology of UE5 (mainly Lumen) but also to learn what it can and cannot do as well as overcome technical difficulties resulting in using Lumen.

For the purpose of the real-time presentation of this environment, I created a few sequences. 
I composed some quick ambient tunes and did some sound design for the door-opening sequence. For that one in particular I used the SFX "Elevator Ride" by GregorQuendel which you can find here: https://freesound.org/people/GregorQuendel/

All sequences except the door-opening sequence are created to loop back and forth in visuals and sound.

Breakdown

The main pure ref board I used for making annotations, keeping track of my progress, the main references and technical studies.

Bhasura Bat-Erdene

For my last Rookies submission, I spontaneously decided to show my abilities to make a game-ready character. Since there was no time to create an entirely new one from scratch, I decided to partly redo an older character project.
I retopologized the high poly character, gave her UVs/texture sets based on technical thoughts (What needs a special shader because it is double-sided or needs some VFX shenanigans), re-textured the whole project within ~ 10 hours, and rendered her magical grace in Marmoset Toolbag 4.

The original concept that I used to create this character is by Bella Liu. You can find it here: https://www.artstation.com/artwork/28Wodx

Break Down - Character

Break Down - Wand

To present the character I made a circular ground material that fits the overall aesthetic of the character as well as literally providing a ground for her.
This was done by using ZBrush to create the big shapes and Substance Designer to finalize the material. Rendered in Marmoset Toolbag 4.

Universal Metal Base Material

To texture Bhasura, I knew that I need a lot of metal and all sorts of metal variations be it pure metal, hammered metal, metal with patinas, pure patinas, etc.
I figured that in order to speed up the texturing as well as future projects where a good universal base material for metals would help out a lot, I should make one myself. So I did.
Everything is done in Substance Designer. I exposed a lot of parameters for different types of noises and scripted logical behavior to almost every one of them in addition to the standard "Visible If" in order to have a nice user experience when working with the base material.

I don't want to flood the whole page with some metals I generated with this tool but at least I can show a few :)

Rendered in Marmoset Toolbag 4.

I don't want to go into the details too much but at least briefly explain how the graph is built.
The big section at the bottom is generating the underlying metal material. You can layer different types of noises such as hammered metal details, scratches, peaks, sandpaper lines, etc.
The smaller section at the top in dark blue is handling the patina effects or basically everything the user wants to layer on top of the metal.
In the end, both materials get combined if the user wants that. They can also provide a custom mask to drive where the Patina effect goes.
The material can be used in either metal, patina, or metal + patina mode and thus gives you tons of possibilities to kickstart your metal texturing.

Komplete Kontrol M32

This project was used as a proof of concept of the technical workflow of material layering inside Unreal Engine. I applied my learnings with this project in my Sci-Fi Corridor project.

Small Collection of Sculpts

I would like to take the rest of this entry to showcase some of my sculpting projects.

Curse of The Pyramid

Nothing else than a huge thank you to Silke Van Der Smissen, Judith Verdonck, Bente Schoone, and Enrique Brosse.
I created the idea, game design, art bible, VFX, the playable character, sound design, and composition of the soundtrack as well as implementing everything in the engine via Wwise.
Please watch our trailer and if you fancy a playthrough you can do so here:

https://gomorrah-dotd.itch.io/curse-of-the-pyramid

Thank you for making it this far!
You finally reached the end!
I am so grateful for this opportunity to showcase my skillset again for the last time!
It was such a blast and I can't wait for what comes in the future!
Everyone best of luck!

Artstation: https://www.artstation.com/gomorrahdotd
LinkedIn: https://www.linkedin.com/in/stevenserramock/


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