Pentos (fan art)
Game Of Thrones fan art
Buildings inside of the the house in Pentos where Daenerys and Viserys are living in the beginning of season 1.
My goal was to understand lightmass in Unreal, get better at the general workflow and recreate a pictures mood as close as possible.
The curtain, clouds, sunlight, steam, fireplace, candles and dust are animated.
Most of the materials are shared between multiple objects with custom normal and AO maps.
All models done by me. Of course i do not own the concept idea.
credits for the wall painting goes to Marc Simonetti (http://art.marcsimonetti.com)
Used GrowIvy Plugin for 3ds Max for some of the ivy plants (http://www.guruware.at/main/ivy/index.html)
Artstation with more shots and information:
https://www.artstation.com/artwork/WkQmE
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Crystal World Design
A flying crystal island surrounded by crystal clouds. From below it looks like an electrified spaceship.
The idea was to create a magical flying island, which will change it’s appearance depending on the position and angle the player is looking at it.
~ Done in Unreal Engine 4.
I received this effect with a subsurfaced and very refractive glass shader in combination with post processed tonemapping.
The Geometry used here was a test result of playing around with the amazing fractal maker plugin for 3ds Max made by Vladislav Bodyul (https://bodyulcg.com/tools/fractal-maker/). I was going to use it just for testing purposes but eventually i like it this way :D
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Rocketjump [Game GGJ17]
Our Entry for Global Game Jam 2017 with the theme waves!
You control a blob with a rocketlauncher and use the shockwaves of the explosions (from the rocket) to get through the level. Avoid the traps and try not to die! Goal of the game is to reach the end of the level.
My part was mainly Texturing and Leveldesign, also a bit 3D & 2D Art.
Game Jam page: http://globalgamejam.org/2017/games/rocketjump
Video: https://www.youtube.com/watch?v=WUAFFQlgv2s
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My university diploma project at sae institute. Done with Unreal Engine 4. Prdouction period was 09/2016 - 02/2017.
Sector 23 is a playable Environment Demo about an underwater research laboratory.
Download: https://www.dropbox.com/sh/hfj6rqp14kocf61/AADo4IUmAzA8d-c5-KC-0B2Aa?dl=0
Story: 2090. A deadly alien virus was brought to earth. Concealed by the government, several laboratories were build to work on a vaccine. But as the research team at Sector 23 discovered an immunization something went terribly wrong. 2116. You play as Devan, who just woke up from a 4 year long deep sleep. You are alone and have no idea what happened. As you walk deeper into the laboratory you realize that something horrible is going on. And you start to remember who you are...
This Trailer was made by Philipp Kowalski.
Sound Design, Music & Audio Post Production by David Droysen von Hamilton.
Voice Acting: Raphael Moujou as Devan and Jimmy Durden as Prof. Martens
A Special Thanks to Daniel Baumann, Dennis Pauly, Simon Pielage and Alexander Brüning
Game Development, Design, 3D Art & Animation, Texturing by Lea Kronenberger
~ Software used: Unreal Engine, 3ds Max, Zbrush, Substance Painter, Photoshop, Fuse & Mixamo
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A collection of some underwater foliage. Some of the plants are for using near the player and some for using far away. All Foliage Assets are made with 4 texture atlases in total and there are quiet a few plants not showing on the sketchfab model. Some of these assets are the result of a collaboration with my classmate Alexander Brüning (he did the modeling and i textured)
Software: 3ds max, maya, substance painter, photoshop
ingame Screenshot:
Textures:
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Deep Sea Hallway
It consists of a modular piece (duplicated multple times), a connection tube and some modular handrail tiles. They are game ready assets for use in Unreal Engine 4. The material on handrails and pipes is also reused on multiple other assets in the project. (my final university project)
Polycount:
hallway piece: 556
connection tube: 684
pipe pieces: 1.280
handrail piece: 92
lamp: 312
The design is greatly inspired by SOMA and Bioshock
Some ingame Screenshots:
Wireframe, a modular curve tile and textures:
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The Basement [Game]
Last Studyweek project. The Basement is a Singleplayer First Person Horror Exploration Game in which you have to escape from an unknown basement. You don’t know who brought you there and you have to find a way out by following hints on notes.and of course.. something scary is going on there and you are not alone.
We made this game with a group of 8 students within 1 week. Enjoy ;)
Trailer: https://www.youtube.com/watch?v=HMngnWGD6SM
Download Link: https://www.dropbox.com/sh/nvww79nfsx1kya7/AADj1vhlE6ubVO2yAjDQUgLSa?dl=0
My part was 3D Modeling, Texturing and VFX. I made some props like the desk, toolchest, bucket, planks, radio, moving boxes and the surgical set.
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Scifi Console
A Scifi Console i made for the game Cybertronic. It will also be used in my final study project. The console and chair are on the same texture atlas, the Hologram has it’s own material because it will be animated in the final game.
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Detlef’s Reise durchs Weltall [Game]
studyweek 1 game “Detlef's Reise durch's Weltall”, blender, Photoshop, Unity, Team Silbermond SAE Bochum (first picture)
we made this in a team of 8 people in 5 days and it was our first project at SAE.
my part: Character Rigging & Animation, Level Design, Technical Artist, Bug Fixing
we made a steam greenlight page: https://steamcommunity.com/sharedfiles/filedetails/?id=656628980
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Radio Rabbit [Game]
Fourth Studyweek project. A 2 Player Couch Co-Op and Shoot’em up game in a crazy radioactive setting. Player 1 controls Rabbit and Player 2 controls the Eye. The Players have to fight enemies together, find the key and the gate in a limited amount of time.
download, trailer and more information available here: http://radiorabbit-game.com
We will develop it further so there will be more features, levels and bosses.
Key Features: Local 2 Player Co-Op, Shoot’em up, full controller support, highscore system, epic bossfights, radioactive setting with lots of explosions
~ used Softwares: Photoshop, Illustrator, Spriter, Unity, Visual Studio
(c) Team Rapture SAE Bochum, time limit was 1 week
My job was 2D Art & Animation, Technical Art & VFX (mainly lighting, particle systems and UI implementation) and Level Design. Here are some of the Assets i made for this game:
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some little props i made for the game Cybertronic which will hopefully win the SAE Allumni Awards 2016 :)
i also textured the start spawngate
~ 3ds max, Substance Painter
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Candy Bridge [Game]
another studyweek game “Candy Bridge”, Maya, Photoshop, Unity, Team Alma SAE Bochum
we made this in 5 days in a team of 7 people, mostly for use with touch display. It’s a very colorful game with an animated background so you have to concentrate not to oversee some of the bridge candys.
The licorice manikins lost their home because of a volcanic eruption. Help them to get on the other side of the caramel river! But be carfeul! The bridge consists of melting candys. Take care of it and build them together quickly, otherwise the locorice manikin will die!
you can download it here: https://www.dropbox.com/sh/s4qhz220q7vuvqu/AAASrfObtCfW_QHEC8keEHcxa?dl=0
my part: 2D Artist, Texturing, VFX & Technical Art, animated Storyboard
here are some of my works and some things which haven’t made it into the game:
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