Wednesday, January 1, 2014
The Fall of Swift: Cinematic Shot
Third in the Fall of Swift series, we had to create a Cinematic shot like one that would be used in a trailer for the game. My scene involves the heroine running from the villain's henchmen who've found her hiding spot in the city's shipyard.
The Fall of Swift: Villain Base
This is my take on the Villain's base for my Advanced Drawing for Games class. Our teacher wanted it to be in an art deco style and it had to have some sort of hazard for the player, min being the shark pit that opens up in the middle of the office.
The Fall of Swift: Heroine Base
As an assignment for my Advanced Drawing for Games class, we were given a story by our teacher and had to create 3 pieces that followed that story. We had to create the base of the story's Heroine, the base of the story's Villain, and a cinematic shot for the story. This was my take on the Heroine's base.
The Spear-Nosed Hummingeater
This was an assignment for my Animal Drawing class. Throughout the semester we would be given two animals and had to combine them into a single creature. This was our final in which we were given free reign to chose any creatures and combine them. I created a combination of a Spear-Nosed Bat, a Hummingbird, and an Anteater.
Moon Base
This was an assignment for my Advanced Drawing for Games class. We had to create a Lunar Base of sorts and some type of vehicle that the residents of this base would use. I created my base on an ice moon, the base was meant to drill down through the ice and use submarines to explore the seas below the thick layer of ice.
Underground City
An environment for my Advanced Drawing for Games class. This one was supposed to be a castle/dungeon interior. Decided to go for a sort of skyrim/dwarven look with and entrance to their underground city.
Hot Wheels Car
This was an assignment for my Vehicles and Spaceships class in which we had to design a Hot Wheels style car with crazy shapes and colors and everything.
John Berkey Submarine
An assignment for my Vehicles and Spaceships class, we were designing an aquatic vehicle based off of the art style of John Berkey.
Cobra Manta Submarine
A submarine design for my vehicle and spaceship design class. Our assignment for this one was to design a vehicle from the G.I. Joe world that was either from Cobra or GI Joe and make it feel influenced by some sort of animal. I decided to go with cobra, because it seemed more interesting to me.
Art Deco Carriage
A carriage/stagecoach design for my vehicle and spaceship design class. Went for a very art-deco look with the streamlined and decorated style.
Mech Concept
A Mech Concept for my Vehicles and Spaceships design class. My original concepts were very bulky, and in my final I wanted to go for a more agile idea, one that would be a bit more maneuverable in fights.
4-point Perspective Character Selection Screen
This was an assignment for my advanced perspective class in which we had to create a scene in 4 point perspective. I decided to do mine in the style of a character selection screen.
Syd Mead Ambulance Concept
This is a piece I did for my Vehicle and Spaceship Design class this semester. We were supposed to concept an emergency response vehicle in the style of Syd Mead.
The green tubes are filled with a sort of suspension/healing gel, and so they put injured persons in the gel-filled pods on the side of the vehicle for safe transport. It’s meant in part to be a response vehicle to large scale incidents as it’s meant to carry multiple victims.
The green tubes are filled with a sort of suspension/healing gel, and so they put injured persons in the gel-filled pods on the side of the vehicle for safe transport. It’s meant in part to be a response vehicle to large scale incidents as it’s meant to carry multiple victims.
Sword Prop and Environment
An Assignment for my Environment class where we had to create an interior space with some sort of hero prop. I created a sword incased in ice within a cave. The design was very nordic-based.
Fallen City: S.O.L. Unit
The S.O.L. Units in Unterheath are large pieces of machinery that are mounted on the roof of cave in which the city resides. These units are massive lighting fixtures that move across tracks on the ceiling of the cave and provide light for the citizens of Unterheath. Due to being stuck underground, the idea of light is very precious to the citizens of Unterheath, and that is why such a religious following has grown around the S.O.L. units.
Fallen City: S.U.C.K.A.
The guns in Unterheath are powered by powerful alchemical reactions which are capable of propelling rounds of various sizes at extreme velocities. These weapons are only available to the police force through legal means, but there are many illegal ways for the public to obtain them.
Fallen City: Seat of the Illuminator
Due to the religious fervor that has grown around the S.O.L. units in Unterheath, the men who are capable of controlling these units have become known as "Illuminators" and are now revered with an almost godlike status.
Fallen City: The S.O.L. Control Station
This was an architectural design for my Concept Sketch Ideation class. This was a part of our final in which we had to create a story and create a building, a gun, a piece of machinery, and a piece of furniture to fit that story. My story was in an art deco steampunk style world. The city of Unterheath is a city entirely underground and is lit by contraptions called "S.O.L. units." These units have become such an important part of the society of Unterheath, that an entire religion has formed around them, and their control stations have become temples for this religion.
The Cyborg
This was a character splash page I created for a top-down turn-based shooter game that a team at UCI was creating. The game was called Tacticz.
Space Race
My final project for my Level Design class. We had to create a level that utilized the level-streaming feature in Unreal Development Kit. My partner and I decided to create a racing track based in a space station that is falling apart. We made it so that as the player completed laps, the track would start to fall apart and change around them.
Waterfall Temple
This was the final for my Architectural Visualization class in which we had to create some sort of waterfall or water-based temple structure. I created an aztec-inspired waterfall temple which had an actual waterfall running through it.
Model: Impact Driver
This was my final project for my 3D Modeling for Games class, I chose to model a Makita Impact Driver.
League of Legends Map: Capture the Flag
This was a concept I created for the game League of Legends, the idea of a capture the flag map for this game has been tossed around among the player-base for a long time and I decided to create a comprehensive concept for a map and rules for this sort of game type.
Destroyed Tower
An assignment for my Architectural Visualization class in which we had to create a destroyed structure to examine both the interior and exterior elements and how they would react to destruction.
Model: Riddick Dagger
An assignment for my 3D Modeling for Games class in which I recreated a dagger for The Chronicles of Riddick as a 3D asset.
MMORPG Zone: Ket'an Valley
A project for my Level Design class in which we had to create a level meant for an MMORPG style game with various points of interest and quest hubs scattered throughout the zone.
The Wizard's Tower
An assignment for my Architectural Visualization class in which we had to create a fantasy inspired structure, I chose to create a wizard's tower positioned on a precarious precipice.
Puzzle Map
A project for my level design class in which we had to create a platformer-like puzzle level where the player had to solve puzzles and traverse difficult obstacles to reach the end. I incorporated moving platforms and a type of teleportation grid as the main obstacles in my level.
Deathmatch: Cross-Box
A project for my level design class, in which we had to create a deathmatch type level and populate it with gun/ammo pickups and spawn points for both players and AIs. We had to be sure to balance the placement of pickups so that neither side had an advantage over the other.
The adventures of Ulth Signar - Intro Scene
This was part of a story I created for my Visual Storytelling class in which the character, Ulth Signar, goes on a journey to save the member of a small mining colony from a solar calamity. This was the introduction scene of the story, in which the main villain is introduced.
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