Project Posidia
Project Name:
Another personal project of mine in early development is a 3D 3/4 perspective ARPG. Codenamed Project Posidia, the player takes on the role of a young woman that is half mermaid and half siren as she embarks on an adventure that's a love letter to the Legend of Zelda franchise.
For this project, I've challenged myself to create a custom character entirely from scratch in Blender. I started by creating a base mesh for both male and female characters. Then, I rigged the base meshes to a single skeleton using Reallusion's Accurig.
From there, I created the protagonist's hair and hand painted the texture in Substance Painter. Same goes for her dress. I then brough both together along with hand-drawn eye and mouth cards to create the final look for her "starting outfit."
Because Accurig creates skeletons similar to the default UE skeletons, retargeting is quick and it was trivial to get my custom protagonist in-game and animated.
Role: Game Designer, Programmer, Level Design and Environment Art, Music, Narrative, etc.
Engine: Unreal 5
Stylized Medieval Wall Modules
Project Name:
While working on a project that has since been shelved, I wanted to start to get a look and feel down. So I created some stylized medieval wall modules. All modules are low poly with sharp 90 degree edges, and rely on baked normals to give higher poly beveled edge-wear look.
Each wall module has a single material slot for a trimsheet. Two simple trims were created: One for wood and plaster, and the other for a stone brick wall. The wood and plaster textures are tweaked from some of Adobe's Creative Cloud presets. The stone wall also uses a modified stone base from Creative Cloud, but gains a majority of its unique look and personality from not only the baked normals, but from layered details such as dirt, scratches, and edge wear.
If I were to return to the project today, I'd like to subdivide the walls a bit and experiment with vertex painted materials for a less uniformly stylized fantasy look, and more for a grungier medieval slums look.
Tools: Blender, Substance Painter, Unreal 5
Zelda Defending Link
Project Name:
A 2D drawing of Zelda defending Link, which was intended as a role reversal of the memory in Breath of the Wild in which Link leaps in front of Zelda to protect her in the Gerudo Desert.
This piece was started shortly after the reveal of Tears of the Kingdom, but the lineart sat idle until the impending release of the game gave me some much needed motivation to finish it.
The drawing was done entirely in Clip Studio Paint, with elements like the rocks on the floor and the background being created in blender and spatially placed using CSP's 3D tools.
Tools: Clip Studio Paint, Blender