For this project I was tasked with a variety of models, materials, and environments
MAny of the objects I created were through kitbashing and creating unique assets or materials.
Office Scene
One of the first environments I blocked out was the office scene which acted an an introduction video for the levels. I used assets from multiple packs and then edited the models and textures to fit the aesthetic. I also created an atlas of various spray paint markings and stickers to grunge up the space.
Torture Scenes
There were multiple different torture scenes for janky as a preshow video. For these scenes I created a shader that let me edit the placement in the timeline so when the power surge happened the flickering would follow the line of electronics. Different models had and materials edited to fit the look and wires were added to all of the scenes.
the main asset that was textured for this shot was the diaper janky was wearing. I used ai to generate a stormy image and edited it photoshop. Then I pulled that in to substance painter and created the diaper texture (with variations) which I then added to a cloth material in unreal. I also created the janky x-ray but pulling out the skeleton, rendering it separately then editing it in photoshop.
For the second torture scene I focused on creating the duct tape, the sign, and the helmet as well as placing all of the wires and adjusting materials.
Dancy Party Cut scene
I was tasked with creating the backdrop to look like it was amateurly and quickly thrown together. As someone who doesn't consider themselves especially good at drawing, this was not difficult for me. I also created the string lights/blueprint.
Not Guilty Pleasure Level
For this level I started by kitbashing together the electric chair from assets given by the client and assets available in the marketplace. i created the additional wiring/tape and made edits to the models to fit the little helper. I created the custom textures for the batteries in substance painter/photoshop and I created the animated screen using maya/illustrator/after effects and turned it into a flipbook
for this level I also had to use the character assets we were given and create damage states so when the little helper is electrocuted the model would change.
heavy pedal Level
For this level I created was a makeshift air chamber where a little helper would float and fly up or be pulled down into a grinder based on the players performance. For my first iteration I leaned into the diy aspect of the brief.
After review a change of direction was requested to move away from "found" assets into an actual air chamber
A complete remodel was done. A torn fan gate was created for the bottom and nails and barbed wire were added extra grit. It was requested that a sign be created to show the level and I made a neon sign and wiring which was added to the blueprint.
Along with the air chamber I also had to create the bladed washer that is below it where the little helper could fall in and would be ground up to liquid. There is an outer chamber with the hold for them to fall through and the inner chamber contains the barbed wire and blades.
I also created the plastic bag parachute used by the little helper and used/edited the given lookdev to texture the asset. Additionally, I made a flattened and puffed version for when the little helper falls or is blown upward.