Tuesday, 19 February 2013

Sinbad cave wireframes

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I thought it might be fun to post a few wire frame images of Sinbad's cave level. The images show not only the construction, but also the lighting. The small fires and glowing blue crystals provide the light sources, all of which are baked into a 2048x2048px lightmap that covers the entire environment. The lights are quite strong, but while strong they worked well in game when seen on a ipad or iphone.

You'll also notice the cave has a ceiling which might seem a little bit much for a game with a top down camera. However when you complete the level or defeat a group of enemies, the camera pans around the player and occasionally shows off the rest of the cave. If memory serves, the level came in at around 100,000 tri's, it's possible that it was a little less than that, but I can't recall at the moment.






Sunday, 17 February 2013

Zombie HQ streets environment

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Here are a few screenshots from Zombie HQ's streets level. Each level is split up into small arenas, that are used for a variety of different mission types. For example the beast battle takes place at the crossroads arena, while another has the player trying to escape the rooftops in the centre of the level.

I was responsible for modelling & texturing the environments, as well as the set dressing and lighting. The vehicles used to dress the levels where created by another artist. If you fancy killing some zombies, follow the link below.

Zombie HQ (itunes)






Saturday, 16 February 2013

Zombie HQ artwork

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I spent the first half of 2012 working on Zombie HQ. So far the game has been released on iphone & ipad, and lets you dispatch the zombie hordes across three distinct environments. You also have a home hub that you can customise with a variety of furniture and gadgets. The screenshots below are from the home hub environment.

I was responsible for modelling & texturing the environments, as well as the set dressing and lighting. The vehicles used to dress the levels where created by another artist. If you fancy killing some zombies, follow the link below.

Zombie HQ (itunes)





Sinbad cave artwork

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Today I thought I'd share the cave level I worked on for Sinbad. This level was constucted in a very short time frame (just over a month) and was built using a variety of pre-existing assets, which helped to bring down the time taken quite considerably.

I did the modelling, UV's & a few new textures for the base environment as well as the set dressing & lighting. Some of the props, such as the statues, barrels and carts where built by other artists.






Tuesday, 12 February 2013

Sinbad artwork

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I'm only a good six to seven months late in posting this and come to think of it I'm posting the Sinbad art before ZombieHQ, which predates it. Ah well late is late, I'm sure I'll get round to it shortly.

Half way through 2012, I found myself working on Sinbad for the iphone and ipad. The game loosely ties in to the Sky One / BBC TV series. I worked on the cave level and also built a few other objects that can be unlocked to decorate your ship. The art came together quite quickly, with many textures and various bits of mesh being re-purposed from previous projects.

This is something that's important to learn as an artist in the game industry, you can't always build everything yourself. Often you'll reuse your own or other artists work to get a project done. There's nothing wrong with this, it's just the way it is. Speaking of reuse, while I did the modeling & UV's, I didn't do several of the barrel & wood textures. I'll post the cave environment later, in the meantime if you want to try out Sinbad, following the link below.

All screenshots are rendered in engine.

Sinbad (itunes)






Thursday, 7 February 2013

Nice Dress

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To say I've been a little slack when it comes to posting updates is an understatement. However a few days ago I did feel like doodling a bit and ended up drawing a monster wearing a nice dress with a flower pattern.