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