ABOUT

- Genre -

Adventure, Platformer, Multiplayer (2)

- Platform -

PC

- Developers -

School Project - Game Art Bachelor 2nd Year

- Role -

Game Designer, 2D Environment & Props Artist, 3D Artist Modeling et Texturing, UI Artist

- Main missions -

- Softwares -

PhotoshopPhotoshop

CONCEPT ART

My very first mission in this group project was to draw concepts of environments and flora for the different levels. As levels evolved, we wanted the flora to visibly evolve as well as the levels progress, so we took that into account while working on concepts. I also worked on props concepts for the 3D team.

2D PRODUCTION

When it comes to 2D production, I conceptualized and produces every backgrounds, first as one layer then trying to make a parallax work. I also produced most of the game's UI assets, along with Yannis CLOAREC, and worked on the maps for the game and the menu.

TEXTURING

For the 3D part, I was in charge of most game assets texturing as well as the menu assets one, modeled by Yannis CLOAREC. A couple of modelisations were made by me but the majority of my work was texture painting on Blender.

PRODUCING

Producing was mostly a non-official mission as I only took upon myself to make sure we would keep a clean Trello. I made sure that deadlines were respected for each of our sprint tasks with minimum delays.

CONCEPTS

Concepts for the evolving flora depending on each level's ambiance, here for the forest levels
Concepts for the evolving flora depending on each level's ambiance, here for the transition between the edge of the woods and the deep part of the forest
Rock concepts for the different levels
Concept for the Captain's Ship
Props concepts (barriers and barrels) the player can interact with

2D PRODUCTION

Map of Moray Island, with the mark of each level
Background for the 1st level, the edge of the woods
Background for the 3rd level, the magical forest
Background for the 5th level, the witch's cave

3D PRODUCTION

Texturing of all menu assets on Blender - Modelisation made by Yannis CLOAREC
Modelisation and texturing of the breakable barriers on Blender
Texturing of the barrels - Modelisation made by Yannis CLOAREC

Copyright 2024 Maxine Gentile - Art & Web design