Portfolio

Riptide Override is the first game that I have officially shipped, and is available on the Google Play Store.


Its a underwater sidescroller with a puzzle aspect. Each level has its own theme, and associated cave puzzle, which can be solved by tapping to rotate the puzzle pieces.


I was the producer as well as the lead modeler for this game, and worked with three other talented developers to complete the project in seven 2 week sprints using agile development.


The game is playable on most Android devices, and features some original music and lots of fun graphics. Roughly 200 hours was spent creating the game, and we are very excited to be able to present the final build publicly. 




Next up is a micro scene interior I worked on.


One of the interiors I modeled and textured was this room. I was tasked to find a reference online for a two walled room, and build everything from scratch.


The reference:




I wanted to follow my source material as much as possible, but also ending up adding more props and additional details to specific areas



All the Modeling, UVs, and IDs and were done in Maya; while the textures were made in Substance Painter. I then brought everything back to Maya and used the Arnold Render.









Another one of my modeling projects was based off some assets from a World of War Craft game. Going from left to right we have: my wireframe model, the model in substance painter, the model imported into a Unity scene, the Color ID in Maya, the original reference, and a white render of my model.

Besides the Orrery, I also made an observatory alongside a few other props for the scene.


All these I put in Unity, and used its built in terrain tools to sculp a basic scene to help showcase the models.





One of my most favorite projects though was a micro scene



I had to fit everything onto just two UV maps, which was quite a fun challenge. The Volkswagens Bus got 1 map, while everything else was squeezed onto the other.




This was all rendered in Unity's engine, with the lighting being done with a custom HDRI map to get more accurate reflections off the environment.




I've done far more then just these showcased projects, but I believe they do quite a good job at showcasing the variation of modeling work I'm capable of doing. I can efficiently model props as represented by the wireframes, the UVs showcase shared texture density along with accurate and minimal cuts, and the final rendered shots show that I'm capable of setting a scene with proper ambience and lighting. 


Comments