unFortunate
A 3rd person action game prototype made in Unreal Engine 5.3, Cinema 4D, Substance Painter, and Photoshop/Krita are being combined to create assets for the environment, visual effects, and UI.
An uninterrupted minute of gameplay starting with the player initiating the next the round, fighting enemies, and clearing the waves through a variety of abilities:
throwing, teleport dashing, shielding, shield-countering, and slowing time. Time dilation was carefully implemented to underscore key moments of gameplay where the player eliminates enemies or succeeds in parrying an enemy attack.
throwing, teleport dashing, shielding, shield-countering, and slowing time. Time dilation was carefully implemented to underscore key moments of gameplay where the player eliminates enemies or succeeds in parrying an enemy attack.
Breakdown of ability effects for shielding, shield-countering, teleporting, throwing, and charging up to throw multiple projectiles. All effects were created though Unreal's Niagara particle system combined with materials and textures also created from scratch.
Kintsugi
A small prototype built in 5.3.2 with a focus on environment design and UI.
Tropical Atoll
This lush, inviting island features heavy use of landscape sculpting, painting, and foliage tools to bring it to life. To keep this running in real-time, extra care was taken to optimize texture sizes. I'm particularly pleased with the final shot of the canoe resting on the sandy shore in both the real-time clip and rendered still used for the cover image.
The Raven, the Book, and the Door
The goal of this piece was to build intimate familiarity with the sequencer and tell a story through visuals alone with meticulous camera movement and pacing around the scene I had constructed. The roll from day to night was by far the most challenging but rewarding moment to build; the lights, materials, and even the Niagara simulation for the smoke had to transition as smoothly as possible to sell the effect. With the exception of the reverse at the end, this is a single continuous sequence from start to finish.
Blizzard Orb
"A snowstorm in the palm of your hand" was the driving concept behind creating this intricate material. Everything from the swirling clouds on the edges to the layers of snowflakes whipping below the surface take a customizable amount of influence from a sine wave driving their speed. I would like to revisit this in the future and push how far it can be taken for wildly different effects.