[ Random art ]

Environment Art - Triggered: Assault

Highly performant materials, models, textures and level designing for the project Triggered: Assault. The game is a fast-paced first person arcade-y hardcore shooter. For a game such as this to work out while being made in the Unity engine, agressive optimization techniques and sparse object placement was a must. The need for large play-spaces and far view distances didn't make this any easier, but after quite a lot of calibration and tweaking, it succeeds at running in high frame-rates on modern mid-range machines.

This is one of the oldest projects I've worked on, but has acted more as a platform for learning the different aspects of game development. Having the massive constraints Unity brings upon developers in terms of raw power also really pushed me to learn optimization and how to work within the incredibly limited rendering budget.

Even though I don't see myself as a 3D artist, this project helped me learn and understand the PBR art creation pipeline and how you can utilize it in different ways. It also served as a big insiration to my drive of becoming more "tech art- oriented" to relieve the iteration processes and make the art pipeline much smoother for more efficient and organized work.

Most of what you see in these screenshots are made solely by me, with a few exceptions. Most of it is quite old work too.

Software used

  • Unity
  • 3ds Max
  • Substance Designer
  • Substance Painter
  • Photoshop

3D Art - "Unnamed 01"

This is a solo-project of mine I started about a year ago after being inspired by a simple looking but incredibly atmospheric indie game. I didn't know much programming back then, but after having worked on it on- and off for a year now, it has really improved my ability to code both tools and gameplay code in C# as a result.

At the same time as focusing on programming for the project, I didn't feel like spending a huge time on making the art for the game. I needed an easy way to quickly visualize and concept ideas, so I chose to go with a very simplistic look, with more emphasis on different lighting techniques.

The game itself has a very fuzzy and un-defined, yet clearly envisioned scope. It's an open world, exploration first person shooter that aims to give the player an immersive and deeply mood-drenched experience. It's more or less my own personal favorite type of game, but since I know the incredibly huge scope of such a project- I'm always trying to question each addition and idea I come across.

Everything is made by me.

Software used

  • Unity
  • 3ds Max
  • Substance Designer
  • Substance Painter
  • Photoshop