Game Art
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Wildwood Protector
This protector, considered a deity by the villagers, is a game-ready character. During this project, I have developed my knowledge and understanding of anatomy, clothing generation, as well as hair and fur.
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Matron Mary Herbert – Infirmary
A bust in the likeness of Mary Herbert, a historical matron who joined the Worcester Infirmary in 1888. This piece was for a low poly AR game, with a focus on accuracy, and helped me hone my sculpting skills.
FRANCISCO DA FONTE
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Forest Spirit
Being the embodiment of the forest consciousness, forever attuned to the intentions of those who dare enter it, the forest consciousness remains vigilant, a curious observer discerning harm from benign presence.
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Forest Spirit Closeup
My aim for this project was to produce a Splash Art that mimics the art style used by Riot Games. Although I was not able to fully express this, I still improved my rendering and anatomy skills.
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Rage of a Burning Sun
A sword I created following an original design. This piece was inspired by the weapons that already exist within the world of Bungie’s Destiny 2.
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Visual effects in Unreal Engine 5 Niagara
I wanted to create some visual effects for the sword I modelled. After learning how Niagara within Unreal Engine worked, I began to create some unique visual effects for my sword whilst adding a sci-fi feel to my creation.
THOMAS JENNINGS
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The Victorian Library
A fictional library set in England during the 1840’s, owned by a wealthy merchant and his family. The library is a place the family can relax and socialise in.
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The Victorian Library Fireplace
This is my first environment made in Unreal Engine 5. The goal for this project was to learn and show as many industry skills as I could, in a game-ready project.
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Concept work for a stylised character
Going through iterations to develop an anime styled character according to modern conventions, taking inspiration from games like Bloodstained: Ritual of the Night.
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Character pipeline
Following through from concept to modelling, using software such as ZBrush and Maya, with the end goal of creating a model ready to be rigged.
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Wyvern Project
The Wyvern Project is a game ready creature designed to fit within the world of Monster Hunter. My aim for this project was to improve my sculpting skills while showcasing my ability to follow a set style.
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Flexing Arms
The final sculpt in a series of studies focused on recreating accurate anatomy, observing the effect of muscle contraction & relaxation in the human arm. In future I will expand my studies to cover the full human body.
LUKE OSBORNE
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COSMIC MOLLUSC
The cosmic mollusc is a 3D game ready digital sculp inspired by H.P Lovecraft’s creations and H.R Giger’s Alien. My vision for this project was to create a slug/mollusc creature that creates an uncomfortable feeling and a sense of horror.
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INTERNAL ORGANS
I wanted to create a set of anatomical alien organs that were visible through a transparent opening on the mollusc. Transparency was something I wanted to get a stronger understanding of, and work into my model.
DANIEL PLAYER
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The Forsaken Docks
The concept of my project shows an abandoned dock, its residents vanished after the appearance of a sinister glow that appears every night from beneath the waves.
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The Forsaken Docks – Asset Scatter
Storytelling is a vital part of any environment and I’ve often found that scattering small objects around a scene can help it to feel lived in. Depending on how they’re placed, it can allow for subtle stories to be told with assets alone.
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The Shambles
A dark medieval game environment. The aim for my environment was to fit into games like Darksouls, Elden Ring and Lords of the Fallen. I aimed to give the viewer something depressing and hard to watch while giving elements of danger and intrigue.
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The Shambles – Process
I wanted to showcase my experience working with various software: 3D modelling in Maya, creating unique textures in Designer, painting models in Painter, organic asset creation in ZBrush and finalising all of these inside a game engine.
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The Black Boar Tavern
The main focus of my project was to create a game ready environment for a medieval setting, following industry practices and showcasing my skills in both 3D modelling and texturing.
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Tavern lighting
The lighting of the tavern helps to create the mood of the environment. Creating a warmly lit atmosphere was a big focus of the lighting stage of my project.
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Marionette of Madness – Splash Art
My assassin character, themed around the spider lily flower and its symbolism. The goals for this project were to improve upon my rendering skills/capabilities, colour application and to achieve a professional quality result, in a semi-realistic rendering style.
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Method
To attain the desired result, I used a combination of blend modes, adjustment and colour layers. Posing, shape language, camera angle and red lighting were used to create the impression/mood of intimidation, power and strength.
OLLIE WILKINSON
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Ruins Entrance
The Veiled Ruins is a game environment set in a medieval world. My aim for this project was to showcase my ability of working in multiple software and using varying industry standard workflows to achieve a realistic and believable environment.
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Bandit Campsite
Storytelling was a massive part of this project as I wanted to bring the scene to life and feel like a real place. This camp showcases my creation of various props and effects to achieve this goal.
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