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Game Production

These are assets created during a game production class where we as artists where teamed up with designers who had been working on creating a game over the passed few months. We were asked to create pieces of environment to fit a color scheme to match the game and style. Some of these assets are texture painted, while others were PBR based materials. I created all of these using the Substance Designer workflow, and the individual assets such as the forklifts and soldering tool were painted inside of Substance Painter. I will soon add a screenshot of the Main menu UI when it is finished.

This is the finished menu screen, combining majority of the props and textures used to create the game into a make shift showcase image.

This is the finished menu screen, combining majority of the props and textures used to create the game into a make shift showcase image.

Forklife GamePlay

The final stage adds a bit more repeatable textures for floor tiles as well as a simple start screen.

The final stage adds a bit more repeatable textures for floor tiles as well as a simple start screen.

I created most everything inside of Substance Designer, using a basic PBR workflow. The texture painted style, I used a similar workflow, but instead of mapping in normals or roughness, I created a curvature and multiplied it over the base color.

I created most everything inside of Substance Designer, using a basic PBR workflow. The texture painted style, I used a similar workflow, but instead of mapping in normals or roughness, I created a curvature and multiplied it over the base color.

In the functionality section I mainly UV'd the objects we had, however I also helped to optimize a set of modular environment pieces another artist created for a space ship level.

In the functionality section I mainly UV'd the objects we had, however I also helped to optimize a set of modular environment pieces another artist created for a space ship level.

This stage is mainly a blockout stage to get the appropriate scale, as well as to see if the art is what the designers were looking for.

This stage is mainly a blockout stage to get the appropriate scale, as well as to see if the art is what the designers were looking for.