Role: 3D Artist and Level Designer/Artist.
Name: Roger Olasz Fuentes
Contact:
LinkedIn: LinkedIn
Github: Github
Mail: rogerolasz96@gmail.com
Programs used in this project:
And Edwix Engine, our own game engine.
My Job:
First of all i started being 3D environment artist, creating props to use on our tracks with their concept arts or references, their UV and textures.
Afterwards on the development, when gameplay had evolved, i had to start creating (following the same method we used for the objects) models like Daruma (random box to collect in-game items) and some item like Makibishis.
Then, i had to retake two of props created by me to make a rework, because they have been created fast to fulfill the deliveries.
Finally, i turned into a level designer to modify one of the two tracks to something beautiful and enjoyable to wander, from filling the map with props to changing the entire heightmap and repainting it.
What i’ve done:
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Creating environment props (In chronological order):
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Old temple columns with farols, Screenshot 1: 1732 triangles Screenshot 2: 2064 triangles (In-engine screenshots). (Finally not included because of the map aesthetic direction had changed.)
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Firsts map texture creation and painting to test (In-engine screenshots). (Before have tools enough to paint it in engine and have a good textures and textures resolution.)
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Watermill with some animations, 10.000 triangles entire prop (In-engine footages).
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Low poly Mushrooms, 30 triangles each one (In-engine screenshot).
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Wooden crates, in screenshot order: 12 triangles/76 triangles/96 triangles.
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Bamboo, 228 triangles (In-engine screenshot).
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Low poly rocks, in screenshot 1 order: 140 triangles/112 triangles/140 triangles/90 triangles (In-engine screenshot photo 2).
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REMAKE posts with farols, 1832 triangles (In-engine screenshot).
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REMAKE watermill, 3634 triangles without props inside (In-engine screenshots).
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- Creating items:
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Daruma item box, 128 triangles (In-engine screenshot). (Finally this texture wasn’t used on gold version)
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Makibishi item, 16 triangles (In-engine screenshot).
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Kome concept art. (Stopped creation because we had no time to code his behaviour.)
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- Level created:
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Some photos from track before my remake (Map base design and terrain done by Asier Iglesias).
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And now some screenshots after remake, where i changed all heightmap, repainted and placed all enviornment props:
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And here i show 45 min of terraforming with our engine tools (from a total of 8h for the first terrain) reduced to 3:30 min with time lapse.
And here i show 35 min of prop placement with our engine tools reduced to 2:10 min with time lapse.
- And finally just be all what team needed in crunch periods :D.
To see all screenshots and gifs go here.