Archive

Past projects: Requiem, and earlier 3D and 2D work.

Requiem

2017–2024

  • Twin-stick shooter and new IP, built solo in Unreal 4 with Blueprints
  • Planning, art, design, engineering
  • Everything in the trailer made from scratch, including VFX, shaders and animation
  • Shipped to a closed beta on Steam

Trailer

Systems

  • Talent tree, weapon loot, item perks, unlockable skills, level progression
  • Steam leaderboards and stat tracking
  • All systems in Blueprints

Props

Twin crossbow

  • Modeled in Maya
  • Unfinished

NLT-9 flood light tower

  • Aska NLT-9 mobile flood light tower, from photo references
  • 1,500 triangles
  • 1024 diffuse, normal and specular maps

UNSC propane field generator

  • Halo's propane field generator
  • 1,796 polygons
  • 768 diffuse and specular maps, 1024 normal map
  • 384 decal diffuse and alpha

Sci-fi textures

  • Tileable, inspired by Unreal Tournament and Dead Space
  • High-poly models built and baked in 3ds Max, textured in Photoshop
  • 1024 diffuse, normal, specular and specular power maps

MK 5 flare gun

  • British MK 5 flare gun
  • 2,276 triangles
  • 2048 diffuse, normal, specular and specular power maps

FN FAL

  • High-poly model by Mark Dedecker
  • Game mesh, UV unwrap and textures
  • 6,894 triangles
  • 2048 diffuse, normal, specular and specular power maps

M79 grenade launcher

  • High-poly model and game mesh by Mark Dedecker
  • Game mesh optimization, UV unwrap and textures

Sci-fi doorway

  • Exercise inspired by Halo 3
  • Modeled in 3ds Max, textured in Photoshop
  • 332 triangles
  • 1024 diffuse and normal maps

Destructible barrier

  • Exercise in a 3ds Max to ZBrush workflow for destroyed props

Guitar

  • 967 triangles
  • Diffuse, normal and specular maps

Steamer trunk

  • 235 triangles
  • Diffuse, normal and specular maps

Desk

  • 400 triangles
  • Diffuse, normal and specular maps

Blade of Fel Empowerment

  • 710 triangles
  • Diffuse and specular maps

Hammer

  • Too Human style

Machete

  • Too Human style

Incinerator

  • Too Human style

Hypo-spray

  • Too Human style

Futuristic flare gun

  • Model by Trevor Sommer

VW Beetle

Environments

Dilapidated building

  • Model by Sucker Punch Productions
  • 90% tileable textures, made in Photoshop
  • Normal maps from 3ds Max, ZBrush and the NVIDIA normal map plugin
  • Lit, UV unwrapped and rendered in 3ds Max

Sci-fi hallway

  • Six unique textures, from the sci-fi texture set
  • Modular pieces built in 3ds Max
  • Design influenced by Unreal Tournament 3 and Mass Effect

Orc slaughter house

  • Modeled in 3ds Max
  • Diffuse and specular textures hand painted in Photoshop
  • World of Warcraft art style

Unreal Engine 3 levels

Gears of War editor

SP-Skate

  • Grunge and punk skate park
  • Modeled in Maya, textured in Photoshop, scripted in the Gears of War editor
  • Played as two civilians (Epic Games' models and animations)

SP-Sewer

  • Modeled in 3ds Max
  • Hand-painted and photo-sourced textures
  • Animated and physics meshes in gameplay

SP-Parking

  • Modeled in Maya, textured in Photoshop
  • Animated with Kismet and Matinee

SP-Basement

  • Small room for texturing
  • Modeled in Maya, textured in Photoshop
  • About 3,500 triangles with all props

2D

Digital paintings

Textures

Sketches