Title . . . . . . . . . . . . . . . . Max Ammo
Project Type . . . . . . . . . . Action Shooter / Android mobile
Job Function . . . . . . . . . . Senior Game Artist / Lead Level Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
To conclude the showcase of work I have made for Max Ammo, here is some concept work and art I've done outside of my main role as environmental artist.
01. Concepts for Loot Crates.
02. Island Map for Area 5.
03. Concept for the Perk Fusion screen.
04. Concept for the Perk Install screen.
Thank you for looking.
Showing posts with label Max Ammo. Show all posts
Showing posts with label Max Ammo. Show all posts
Tuesday, October 13, 2015
Wednesday, October 7, 2015
Max Ammo: Visual Design - Concepts
Title . . . . . . . . . . . . . . . . Max Ammo
Project Type . . . . . . . . . . Action Shooter / Android mobile
Job Function . . . . . . . . . . Senior Game Artist / Lead Level Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
Before models were created, it was necessary to create a large number of quick concepts for level elements, such as walls and columns. Also decorative pieces used to populate the levels were first quickly sketched out.
Besides objects, I sometimes made a fast lighting test to see what would be a suitable lighting scheme for a level.
This is a selection of the sketches I've made for this project.
01. Incubator elements, Covers and mixed parts.
02. Mixed sketches.
03. Biodome decorative elements.
04. Biodome decorative elements.
05. Plant designs.
06. Plant designs.
07. Various elements for the 'Bionic' enemy faction.
08. Alien Invasion - mixed pieces.
09. Alien Invasion - vehicles.
10.Alien Environment lighting tests.
Thank you for looking.
Project Type . . . . . . . . . . Action Shooter / Android mobile
Job Function . . . . . . . . . . Senior Game Artist / Lead Level Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
Before models were created, it was necessary to create a large number of quick concepts for level elements, such as walls and columns. Also decorative pieces used to populate the levels were first quickly sketched out.
Besides objects, I sometimes made a fast lighting test to see what would be a suitable lighting scheme for a level.
This is a selection of the sketches I've made for this project.
01. Incubator elements, Covers and mixed parts.
02. Mixed sketches.
03. Biodome decorative elements.
04. Biodome decorative elements.
05. Plant designs.
06. Plant designs.
07. Various elements for the 'Bionic' enemy faction.
08. Alien Invasion - mixed pieces.
09. Alien Invasion - vehicles.
10.Alien Environment lighting tests.
Thank you for looking.
Monday, October 5, 2015
Max Ammo: Visual Design - Levels
Title . . . . . . . . . . . . . . . . Max Ammo
Project Type . . . . . . . . . . Action Shooter / Android mobile
Job Function . . . . . . . . . . Senior Game Artist / Lead Level Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
Between January 2014 and September 2015 I worked on Max Ammo, an action shooter developed on Unity for Android and mobile iOs devices.
Max Ammo was already in production when I joined the team. My main role was creating levels for the game. This included designing various environments, concepting, modeling and texturing level pieces and decorative pieces as well as building and lighting the final levels. Besides that I've also worked on small design tasks whenever needed.
As this game needed to run on mobile devices, there were several technical limitations. Lighting had to be baked, texture atlases needed to be limited and efficient and particle effects should be effective. Also the camera had a fixed angle, which posed challenges to the level design.
About the screenshots:
As creating the levels was a team effort, the following things were not created by me: Urban, 'Reptorian' and 'Bionic' covers, most urban textures and a majority of urban objects.
01. Alien Level with 'Reptorian' theme.
02. Alien Level with 'Reptorian' theme.
03. Alien Level with 'Reptorian' theme.
04. Urban Invasion Level.
05.Urban Invasion Level.
06. Alien Level with 'Bionic' theme.
07. Alien Level with 'Bionic' theme.
08. Urban theme.
09. Level with alien 'Droid' theme.
10. Alien Level with 'Reptorian' theme.
Thank you for looking.
Project Type . . . . . . . . . . Action Shooter / Android mobile
Job Function . . . . . . . . . . Senior Game Artist / Lead Level Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
Between January 2014 and September 2015 I worked on Max Ammo, an action shooter developed on Unity for Android and mobile iOs devices.
Max Ammo was already in production when I joined the team. My main role was creating levels for the game. This included designing various environments, concepting, modeling and texturing level pieces and decorative pieces as well as building and lighting the final levels. Besides that I've also worked on small design tasks whenever needed.
As this game needed to run on mobile devices, there were several technical limitations. Lighting had to be baked, texture atlases needed to be limited and efficient and particle effects should be effective. Also the camera had a fixed angle, which posed challenges to the level design.
About the screenshots:
As creating the levels was a team effort, the following things were not created by me: Urban, 'Reptorian' and 'Bionic' covers, most urban textures and a majority of urban objects.
01. Alien Level with 'Reptorian' theme.
02. Alien Level with 'Reptorian' theme.
03. Alien Level with 'Reptorian' theme.
04. Urban Invasion Level.
05.Urban Invasion Level.
06. Alien Level with 'Bionic' theme.
07. Alien Level with 'Bionic' theme.
08. Urban theme.
09. Level with alien 'Droid' theme.
10. Alien Level with 'Reptorian' theme.
Thank you for looking.
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