3D art

It is important as a level designer to have a clear understanding of the art pipeline when designing levels. I have spent a great deal of time creating and texturing models specifically with game implementation in mind. I’ve chosen some of my personal favorites to present here.


Sword and the Stone

Modeling in Maya and Z-Brush | Textures made and applied in Photoshop, Substance Designer and Painter | 2106 tris

Sword and the stone was a weapon concept for a hammer. It is based on the Arthurian Sword in the Stone legend. The process included starting with modeling a mid-poly model. I duplicated it, simplified one into a low poly, and the other into a high poly. It includes a baked normal map with some details added in Photoshop (such as the crown on the pommel). The rock was sculpted in Z-brush, and all the textures created and applied using the Substance Suite.


Modular Sci-Fi Hallway

Modeling in Maya | Textures made and applied in Photoshop, Substance Designer and Painter | 1194 tris

Made with the same low and high poly method with baked normals as the last model. Each model has an extremely low poly count, with each hall section including a door having only 1194 tris. The focus on this one was modularity.


Dungeon Room

Modeling in Maya | Textures made and applied in Photoshop, Substance Designer and Painter

A dungeon made out of 17 modeled and textured objects. All the pieces are modular, with 2x3 meter wall sections, 2x2 meter floor sections, various columns, candles, stones, swords, and of course the centerpiece; a large, still, moist heart suspended from the ceiling by chains and swords. Designed with modularity and game use in mind.