Originally created as only as a small portfolio piece, it evolved into something much, much bigger.
This is Project Usagi, a solo game project created in Unreal Engine 4.
I’m responsible for 3D Modelling, PBR Texturing, Blueprint Scripting, Animation, Sound Design, Music Composition, Level Design, Lighting.
Inspired by JRPG's such as Final Fantasy, Rune Factory, and Dragon Nest. This game hopes to recreate the feeling of the nostalgic Fantasy genre.
There was a very steep learning curve into the 'Open World' genre. I had to come up with solutions to load massive landscapes, create optimised 3D assets, dynamic lighting that works with weather, and optimisation on the CPU and GPU.
-Dynamic Day and Night Cycle
-Seasons
-Real-time 3rd person combat
-Inventory System
-Farming
-Expansive, seamless open world ( 16 km x 16 km)
-Enter-able Houses
-Multiple Weapon play styles
-Weather System
-Modular Character System
-Unreal Engine 4
-Maya
-Mudbox
-Photoshop
-Substance Painter
-Substance Designer
-Bitmap2Material3
-SpeedTree
-World Machine
-Pro Tools 10
Short video showing the 3rd person Combat system. Also shows a part of the weather system when it turns cloudy
Wide variety of crops to be grown. Contains both 1 time harvests and multiple crop harvests.
Golems are just chunks of rocks magically connect together, be careful where you step!
Project Usagi's art style lies on the border of realistic and stylised. The source texture is heavily modified using Photoshop to suit the art direction.
All textures are created for Physically Based Rendering materials.
Useful for objects that have Snow/Moss/Sand.
Heightmap created in World Machine. The Resulting world is split into 8x8 pieces to allow the world to be loaded as chunks, reducing memory requirements.
Grass material is set up to blend with the underlying landscape colour, creating beautiful smooth transitions
Showcase of the animations I have created so far, ranging from no equipped weapons, to longsword animation set, to greatsword animation set.
Saturation is a FPS for the PC, developed by 99% Studios.
Saturation is a first person shooter set in a world almost completely void of colour. In Saturation you are pitted against a horde of nearly invisible monsters that you must hunt by painting the world around you. The game features the main hunt game mode and a secondary "creative" mode, allowing you free range to paint the world as you please.
It features both Single player and Co-op modes.
My role in the project was to create the painting system, 3D models for environment, level design, particle effects, sounds, 2D textures, and any other assets when needed.
www.facebook.com/SaturationGame
- Particle Systems
- Weapon & Environment models
- 2D texture creation
- Sound
- Level Design
- Weapon/Painting Scripting
- Autodesk Maya
- Photoshop
- Unreal Development Kit 3 (UDK 3)
- Pro Tools
Video trailer for the released game.
Short example of the 'Stream Gun' VFX.
Paint the world to reveal the environment
... Or maybe reveal some things not meant to be found.