My work for Project Revenant
Project Revenant is a project I worked on with friends. We were all self taught. I was responsible for the 3D art and animation.
My Work on Project Revenant
This project has been my most challenging undertaking yet in my 3D art & animation journey.
Over the course of 12 weeks I worked on several aspects of the project, most notably - character modelling, animation, lighting, environment design & prop creation. This was definitely one of the biggest projects I've worked on in terms of scope, and more importantly, in terms of the responsibility I had to take on and the amount of content I had to produce on my own.
While working on this project I learnt many things, especially when it comes to designing my workflow around the result I'm trying to achieve and finding efficient ways to solve problems that arise during the process.
Characters
The lore & world building done for this project called for unique characters that each followed a certain aesthetic, from the enemies within the game to the main characters.
Due to this, the characters were my first focus when working on this project. Because of the limited concept art I had to do a lot of concepting in 3D as well. Additionally, some of the characters weren't meant to be used in-engine.
The Revenant
Outfit concepting was done in Marvelous Designer. I was trying to find a style and aesthetic that would fit an agile, spiritual warrior from the future.
Concept draft by team member & friend Emil Nikolovski
The Bots
The Spiderbots are the enemies which the player fights within the game. I rigged and animated them with inverse kinematics which followed a curve to animate the movement. This workflow saved me a lot of time on the animation.
Concept draft by team member & friend Emil Nikolovski
The Queen
The queen was meant to be a render instead of a full character so naturally I focused solely on what the camera would be able to see in her portrait photo.
Concept draft by team member & friend Emil Nikolovski
Ranged Minion
Another enemy within the game that is meant to throw ranged projectiles.
Concept draft by team member & friend Emil Nikolovski
Environments
Some of the environment work I did for this project was meant strictly for the video edit and some of it was meant for in-engine footage/gameplay. I've shown both below.
When it comes to the environments I had less time to spend and had to cut some corners but I'm happy how they turned out in the end.
War-torn Environment
Crystal Environment
In-Game Environment
Portal VFX done by team member & friend Tomo Stefkov
Prop Work
When it comes to the props, due to the time constraints I needed something that I could create quickly but that would still have a decent visual appeal. So, I went with a simple style that meshes well together and can be repeated multiple times throughout the levels without getting stale.
I used one of Phillip Jackson's sculptures as a concept.
Animations
First person animations was something I had never done before so it was an interesting experience out of my comfort zone. I learned a lot about FPS animation and that specific workflow. I'm happy with how the work came out.
How I setup my workspace for animating.
Closing Words
This project was a great personal challenge. It required a lot of time, energy and commitment but in the end I've learned that I'm trying to get into the right field of work for me and that I love working on games.
I hope that in the future I can continue to improve in a professional setting, work on even bigger projects and eventually ship some titles that I'm proud of.
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