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 .