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Santiago Campins - Galactic Grinder's Jack of all trades
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Santiago Campins - Galactic Grinder's Jack of all trades

santiago campins
by SantiagoC on 1 Jun 2023 for Rookie Awards 2023

Hello, here is just some of the work i did on my final student project, Galactic Grinder. Though i had begun with the idea of working mostly on animation, the scope of the game led me to learn many different tools and valuable game design lessons.

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I worked on the project for 9 months, most of my work in the pre-production stage involved working on the game design, working on a roadmap, some concept art, and trying to keep the team grounded on what we could accomplish with the size of our team. 

What you will be seeing below is just some examples of my work during the months of production. 

                             Modeling

This was the first task to be worked on. I spent 2 months modeling and working on the UV's for all kinds of props that would populate the world. I had it clear in my mind that given the scale of the levels and our visual style, all of the models would be made using as low a poly count. 

                              Animation

Once the rig for Rider was completed, i put aside modeling to focus on animation. As the only animator on the team the near 2 months i spent working on animations was quite intense but the end result left me satisfied. Given the hectic development i decided that i would have to accelerate my workflow by working only in blocking and afterwards do a second pass where i would be cleaning up the animations and adding inbetweens as i was splining. Below you can see a few of the animations a long with how some of them evolved from the early blocking stage to their final splined version.

                          Level Design

The next challange arrived near the end of my work on animation. The modeling and animations were mostly done, so it was time to begin working on levels. This involved designing them, whiteboxing them, testing them, decorating them, and setting the triggers for all of the events that would occur in the level such as camera changes, vfx, shader changes, etc. This took up about 2.5 months.

                                  VFX

When i started work on VFX i had no experience and it took me a bit of time to learn to use the tools at my disposal. With time i got better and was able to generate multiple VFX that helped elevate game's experience. 

                              The End

As a closing comment i would like to thank everyone who helped me grow and learn more about all of these different fields over the course of this project, and i would like thank my team for the awesome work they did. This game would not be what it is today without them. 

For anyone interested in experiencing all of this work first hand you can find the game's steam store page here:

 https://store.steampowered.com/app/2431330/Galactic_Grinder/


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