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 PROJECT CONTRIBUTION  

 

  SOFTWARES USED  

  TRAILER   

  MODELING AND TEXTURES    

  LEVEL ART  - VISTA AND CAVERN  

               Contribution : Architectural Modeling ( Outpost) , 3D asset placement, optimization .

            Escape Vector is a first person sci-fi game . We wanted to create an immersive and impressive game by locating it in the large canyons, to create a feeling of vertigo for the player. During the pre-production, I mainly researched the type of extraterrestrial environment we wanted to present in the game. I also created the Outpost design and the various elements that accompany it.
 

       During production, I modeled the Outpost in a modular way to facilitate the reuse, as well the textures that accompany it. Then i placed the 3D assets to create the cave section of the level , as well as the main vista of the game.

            Here are the specifics assets i created during the production. The modeling has been done in 3Ds Max. The tillable textures has been modeled also in 3Ds Max and then done in Photoshop 

TEAM
Walid Boudina : Game Designer/ Level Designer

Grégoire Monteil :Level Designer

Nicolas Bernier : Character Artist
Jonathan Provencal: Character Artist

Gabriel Rheault : Modeler/ Technical Artist

Michael Penta : Level Artist
Marc Antoine Joly: Level Artist
Julien Richer : Level Artist
Frédérick Moureau: Level Artist
Patrice Pedneault : Programmeur
Martin Savard : Programmeur

 

     Escape Vector is a project made by a team of  10 artists from the NAD and 4 programmer from the UQAC, during 15 weeks.


      The goal was to create a whole playable level in Unreal Engine 4
 

- ART DIRECTION

- MODELING

- TEXTURES

-LEVEL ART


 

MARC ANTOINE JOLY -  3D ENVIRONMENT ARTIST

               Contribution : , 3D asset placement, optimization .

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