"Crimson Depths" - Live Production Collaboration
An in-game screenshot of the final character. The textures were flat-painted with an RGB mask, and used a tintable material to allow for color variants.

An in-game screenshot of the final character. The textures were flat-painted with an RGB mask, and used a tintable material to allow for color variants.

I started with the Mage PC character, to establish scale for the rest of the game assets. The concept art was inspired by Hero Forge character proportions.

I started with the Mage PC character, to establish scale for the rest of the game assets. The concept art was inspired by Hero Forge character proportions.

I then moved on to UVing and rigging, which was done using Mixamo. Overall the model adapted really well to the stock skeleton and needed minimal fixes.

I then moved on to UVing and rigging, which was done using Mixamo. Overall the model adapted really well to the stock skeleton and needed minimal fixes.

An in-game screenshot of the environment assets created for the "Desert" level.

An in-game screenshot of the environment assets created for the "Desert" level.

This was the low-poly modeling pass for the Desert & Stone Asset pack. I also sculpted the high poly stone assets which were used as bakes for floor texture variants.

This was the low-poly modeling pass for the Desert & Stone Asset pack. I also sculpted the high poly stone assets which were used as bakes for floor texture variants.

Here is the UV and Alpha mask texturing pass.

Here is the UV and Alpha mask texturing pass.

I also worked on the UI - establishing the core look and feel of the HUD elements and creating a type-based header logo.

I also worked on the UI - establishing the core look and feel of the HUD elements and creating a type-based header logo.

These were the refined UI elements and the associated style guides to help the team with in-engine implementation.

These were the refined UI elements and the associated style guides to help the team with in-engine implementation.

These were the final assets sliced for use in-game. We kept them simplified in order to stay in scope.

These were the final assets sliced for use in-game. We kept them simplified in order to stay in scope.

"Crimson Depths" - Live Production Collaboration

For one of my final classes at Full Sail University, we participated in a 4-week "game jam" with other graduate students from the Game Design program. We chose to make an arcade-style "Diablo-eque" dungeon crawler titled: "Crimson Depths".

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My role on the team was to create one of the two main player characters, the Mage. I also chose to work on the Desert Level environment assets, and also the UI and overall HUD design. I used Blender, Substance Painter, Lunacy (for the UI) and then imported the assets and created Materials in Unreal Engine to pull all of the work together and to test everything before delivering to the team for final implementation. I focused on delivering a "whole game"'s worth of assets as quickly as possible - being careful with how I spent my time - and while the textures are simplified and largely flat, they are unified in style and color, and the foundations are as such that increasing the fidelity of the character or assets would be possible.

In addition, I leveraged a Material workflow in Unreal Engine which allowed the color customization of the Mage PC character using RGB masks and tinting parameters, and I am really happy with how that turned out and how much I learned in the process.

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Team Members:
Josh Hyde: https://www.artstation.com/josh_hyde_art
Jeffery Jones
Elias Leboeuf
Luis Martinez
Brandon McCullough
Hunter VonWald
Earl Yamane

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