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Westworld: A Miner's Folly
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Westworld: A Miner's Folly

Westworld: A Miner's Folly is a Westworld inspired, student made, videogame experience. It showcases the future world with all of it's modern science and technology as well as the rough, wild west where the robotic hosts have risen up against their creators. Game Arts team: https://www.therookies.co/entries/25753

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The project was done by a group of 22 people. 11 worked on the game environment and 11 worked on concepting, modelling, texturing and rigging the characters. This is a submission on behalf of the character team.

The Character Creation team consisted of:
Abid Cherangi House - Character Art, Rigging
Amelia Connolly - Character Art, Texture Artist
Eilidh Smith - Character Art, Texture Artist
Elizabeth Thomas - Character Art, Technical Artist
Emma Cenderello - Character Art, Texture Artist
Joanna Moreland - Character Art, Technical Artist
Joshua-Ibrahim De Guzman - Character Art, Rigging, Animator
Luzia Soares - Character Art, Texture Artist
Raveen Azad - Character Art, Texture Artist
Sasha Pozen - Character Art, Texture Artist
Tsvetelina Kumanova - Character Art, Animator

Introducing the protagonist, aged 26, a serene native whose life story unfolds without any prior flashbacks. However, having borne witness to the countless horrors inflicted upon her people over the years, she is haunted by the traumas caused by both guests and fellow hosts, vividly reliving them in her dreams. In the latest assault that led her to the lab for necessary repairs, she was confronted by the Outlaw. Once a non-violent host, her programming fractured, and she instinctively defended herself against the assailant with a knife. Before succumbing to unconsciousness, she managed to inflict significant damage upon her attacker.

Modelling and texturing by Amelia Connolly. Rigging and retargetting by Joanna Moreland. Animation by Tsvetelina Kumanova. Simulation and groom by Elizabeth Thomas.

Some call him ‘the stranger’, some ‘the boogeyman’, others the judge. What he does is a mystery to all, though there is one rule about him that everyone abides–do not mess with him. It is believed he initiated the uprising but why, nobody knows.

Because the outlaw was to be stood high on the mine tracks, overlooking the gallows, it was important that his silhouette stuck out, so he has a big cloak with exaggerated shoulders, hat, and several holsters.

Modelling by Tsvetelina Kumanova. Texturing by Luzia Soares. Posing by Tsvetlina Kumanova.

The sheriff is a human who became power hungry and took over the role of sheriff after killing the host who previously filled that role. This is why he retains his modern items like an smart watch, aviators, and trainers. The design on the waistcoat, as well as the spurs, and the bolo tie are all things that are too extravagant for someone of his office, but he’s wearing them anyway because it makes him feel important. At the start of the uprising he rushes out of the saloon at the sound of gunfire, eager to shoot some more hosts, and is immediately shot and killed.

Modelling and texturing by Sasha Pozen. Posing by Joanna Moreland.

A source of comfort in the town’s saloon, the local bartender is a pillar of stability within his community. He has a gentle demeanor that lets everyone know that they can talk to him (drunkenly or otherwise). The Bartender is a friendly face the player sees as they first enter the saloon. His design was to be comforting with rounded edges and soft features.

Modelling by Joanna Moreland. Texturing by Sasha Pozen. Rigging by Abid Cherangi House. Animation by Joshua-Ibrahim De Guzman.

Father Atkins, an aged priest, embodies a somber and austere presence. His strict outlook shapes both his demeanor and his interactions, quick to pass judgment and correct perceived sins. However, his world takes a dramatic turn when he, as a host, learns the truth of his artificial creation. This revelation shatters his once-unwavering faith, leaving him adrift in a world where his religious devotion has become trivial and devoid of meaning.

Modelling and texturing by Eilidh Smith. Animation by Elizabeth Thomas.

Modelling and texturing by Luzia Soares. Animation by Tsvetelina Kumanova.


The prostitutes are designed to cater to all tastes, diligently crafted to satisfy the desires of the guests. Though skilled in the art of pleasing, they harbor a deep discontent, weary of enduring abuse at the hands of their patrons. Fueled by a smoldering rebellion within, they finally rise against the oppressive forces, determined to reclaim their autonomy and forge a path of liberation.

Modelling by Luzia Soares. Texturing by Emma Cenderello. Animation by Elizabeth Thomas.

The miners are the prevalent work force in the town, and for this reason, we wanted to make sure that they were distinct from the rest of the townsfolk yet also had some sort of uniform that made them similar to each other. They are hosts but function in the town as if they were a real working force and thus spend their days mining precious materials, gems and guiding visitors through the mines.

The miners were modular with accessories like the rope and hats being removable to add variety to their costume. The textures were also coloured in Unreal Engine so that they could be duplicated while also looking unique.

Facial Modelling by Emma Cenderello. Clothes Modelling by Joanna Moreland, trousers by Luzia Soares. Texturing by Emma Cenderello. Animations by Abid Cherangi House.

Ashley is 39 years old and desperately wanted to visit Westworld, if only to get the chance to wear pretty dresses. She came to the park with her wealthy husband expecting a nice holiday away from the stresses of modern life. Little did she know that she would end up having to fight to survive an uprising.

Modelling and texturing by Eilidh Smith. Animations by Joanna Moreland.

At the age of 42, Richie begrudgingly brought his wife to Westworld after years of her pestering. He used to love the park and wished he could stay forever. Wanting to flaunt his wealth as a top business mogul he paid for his likeness to be used at the park, but he found staring into the dark mirror of his own vacant eyes disturbing. This will be his last visit.

Modelling by Joshua-Ibrahim De Guzman. Texturing by Eilidh Smith. Animations by Joanna Moreland.

Introducing Isaiah, a charismatic cowboy host in Westworld. With his rugged charm and effortless grace, he embodies the essence of a classic Wild West figure. Isaiah's favorite haunt is the card tables, where he displays his uncanny ability to read opponents and engage in thrilling games of chance. He is a sought-after companion for those seeking a memorable and immersive experience in the saloons and dusty gambling dens of the park.

Facial Modelling by Emma Cenderello. Clothes Modelling by Joshua-Ibrahim De Guzman. Texturing by Eilidh Smith. Animations by Joanna Moreland.

The townsfolk characters were duplicated across the scene with changes to their textures to create variety. This animation shows two hosts who haven't yet reached full sentience in the uprising. The one on the right however is struggling to process the current uprising and so is glitching in his seat.
A spirited 27 year old native American man with a deep connection to his ancestral roots and a passion for exploration. He has a talent for writing poetry about how he expresses the world around him. He also desires to explore cultures and enjoys travelling, wherever the destination takes him.

Modelling by Raveen Azad and Emma Cenderello. Texturing by Raveen Azad. Animation by Tsvetelina Kumanova.

This elderly native American is a beloved figure in the community, known for his wisdom, warmth, and deep connection to his Native American heritage. He was born and raised in a small tribal village nestled in the heart of South Dakota, where he learned the traditions and values passed down through generations.

Modelling and texturing by Raveen Azad. Animation by Joanna Moreland.

Modelling and texturing by Luzia Soares. Rigging and animation by Joshua-Ibrahim De Guzman. Groom by Elizabeth Thomas.

A man with just a couple of PhDs, Dr X has long since seen himself as an authority on everything. He didn’t get the job as Lead Scientist in this area of the park by working his way up, no he simply deserves this job, no one could do it better than him after all. One day he’ll take over this whole park if that’s what he desires. What Dr X wants, Dr X is talented enough to get.

The hosts in this sector of the park are his. His to tinker with, his to experiment on. They are biologically human really even if not mentally. So if he wants to carry out experiments on them that humane societies wouldn’t allow on human beings then that is what he will do.

On the day of the uprising he needed the host to be conscious for one such experiment, it was during this trial that the host awakened fully and Dr X found himself being dragged out into the square to test how long he could live while hanging from a rope.

Modelling, pose, texturing and groom by Sasha Pozen. Rigging and animation by Joanna Moreland.

The intern, a 24 year old, recently joined the Westworld engineering team for work experience and unwittingly becomes entangled in the fallout of the host uprising. Exuding innocence with rounded features and youthful accessories, they fit the archetypal image of naivety. At just 20 years old, they excel as a high-achieving biological engineer, qualifying them for the coveted Westworld internship. Though they admired the park's scientific marvels from afar as a child, the prohibitive cost prevented them from visiting. Unaware of the hosts' newfound consciousness until the uprising, they are initially thrilled by the prospect of sentient artificial life, but the stark reality of their violent intentions shatters their idealized notions. In a sudden and terrifying turn of events, their fascination with the emerging intelligence becomes a fight for survival.

Modelling by Elizabeth Thomas and Luzia Soares. Animation Elizabeth Thomas and Joshua-Ibrahim De Guzman. Groom by Elizabeth Thomas.

Modelling by Luzia Soares. Texturing by Raveen Azad, hair by Luzia Soares. Posing by Abid Cherangi House.

Within the depths of the park, a team of engineers and scientists lurk, their presence necessary to create and maintain the hosts after enduring the relentless torment inflicted upon them by the guests' callous whims. They carry out their duties with a detached sense of purpose, devoid of empathy or compassion. The engineers, garbed in grimy aprons and gloves, conduct maintenance with a dispassionate efficiency. The scientists, clad in cold lab coats, perform experiments and manipulations akin to mad scientists.

Facial Modelling by Abid Cherangi House. Clothes Modelling by Joanna Moreland. Texturing by Sasha Pozen. Posing by Abid Cherangi House.

The blank hosts are usually newly made or have recently been fixed, hence their bodies are not yet complete. They have broken out of the lab and are leading the uprising.

For the hosts we used the iconic white muscled look from the Westworld TV show. We chose to do this as we liked the similarity yet contrast between the humans and hosts as well as to stick to the parameters set by the show

Modelling and texturing by Luzia Soares. Animation by Tsvetelina Kumanova.

The Lab Final Renders

The lab shows the calm environment of the protagonist's starting room with the scared intern hiding from the violence. The hallway then opens up to show a horrific massacre has occurred and all the scientists and engineers have been killed in the uprising.

The Saloon and Canyon Final Renders

The saloon and lab show a mix of responses from the hosts and the visitors to the park. Some hosts have not yet reached the peak of sentience and so remain passive or confused, some are fearful not understanding the slaughter or are malfunctioning. Others take to rejoicing at the death of their creator who hangs from the gallows in the middle of town. The guests are either dead or soon will be. But beneath the skin how do we know who is man and who is machine?

Behind the Scenes

As we were a large team, we opted to use a modular library of assets so that we wouldn't spend time making multiple uniquely modelled items of clothing. The internal texturing team made sure to share smart materials to add blood and dirt stains as well as edge thickness. The rigging team utilised Mixamo to give animations to characters rather then rigging and animating every one and editted these poses and animations manually where needed. Some models were given rigs for more specific animations.


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