These are the two game projects I worked on during my studies at The Game Assembly 2024-2025. I created some tools for both, as well as VFX and shaders.
The inspiration for this game was Alan Wake II, and my group decided together to have the game be set in a subway system. We did this to be able to scope down the project as much as we could, while being able to utilize our assets to the maximum.
My primary focus was the complete VFX for the enemies, which included pixel shaders, vertex shaders, and particles.
I also built a very basic .bat script that made it easier for the programmers to create builds.
As is the norm at The Game Assembly, the first game project a TA is part of, is the Diablo 3 inspired "Spite."
I made the health and mana orb shaders, which was a lot of fun, as well as my first foray into HLSL scripting.
Because of the locked camera angle, both the artists and animators needed and wanted a quick way to see the final game camera in their 3D software, so I created a tool that created a camera with specific settings and positions in both Blender and Maya.
Below are the games I worked at as a game artist, during my previous stint at The Game Assembly.
A Long Walk
Based on one of Marios abilities in Super Mario Odyssey, in A Long Walk you play as a robot... with stretchy legs. By using this ability the player jumps, collects, and soars through the world, in the quest to repair the TV antenna.
In this project I modelled the player character, made the skybox and clouds, as well as environment art for all levels.
Flare
In Flare, you play as a space explorer, crash landed on an alien, icy planet. I was in charge of environment prop modeling, as well as snow and ice textures.
Spite: Blood Sun
Roguelike Diablo-clone made in Saudroppe, the first 3D game engine made by the programmers at The Game Assembly.
For this project I designed, sculpted, modelled and textured the Rib Leech enemy, the platform for the player characters Bloodletting ability, designed and prototyped the magic bridge, as well as environment assets.
Hilda
Hilda is an isometric top-down adventure game inspired by A Link to The Past. It was made in TGA2D, a proprietary game engine made by programming students at The Game Assembly.
For this project I did concept art, designed and modelled the enemies, the pickups, designed the UI and hand wrote all the menu text.
Solace
Solace is a side scrolling platformer made in TGA2D, a proprietary engine made by programming students at TGA.
I modelled and textured the main characters, designed the game logo, environment assets and background art.
Swarmed
Side scrolling shoot-em-up developed in Diablo2D, a proprietary engine made by programming students. I was in charge of the mockup, several background paintings, modeling of the popcorn enemy, the UI, and particle concepts and implementation.
Gravity.
Mobile game, made in Unity. For this project I did concept art, texturing, and modeling of interactive gameplay assets and the player character.
Roadkill Express
Obstacle game, made in Unity. I was in charge of environment assets such as tiling cliffs, rocks, as well as the UI, skybox, intro and outro graphics, as well as concept art.