Colossal Cave -- Swiss Cheese, Two Pit, Misc

Swiss Cheese, responsible for walls/ ceilings, set dressing, and lighting

Swiss Cheese, responsible for walls/ ceilings, set dressing, and lighting

Another angle

Another angle

The Swiss Cheese Room
This image with the dwarves was produced for marketing material with Timeline triggers and Cinemachine.

The Swiss Cheese Room
This image with the dwarves was produced for marketing material with Timeline triggers and Cinemachine.

The above view in wireframe. The porous walls were hand-sculpted and retopo'd using the PolyGroupIt/ Zremesher method in Zbrush, with manual adjustments in Blender

The above view in wireframe. The porous walls were hand-sculpted and retopo'd using the PolyGroupIt/ Zremesher method in Zbrush, with manual adjustments in Blender

TwoPit Room -- Kitbash, retopo, material blending, set dressing, lighting

TwoPit Room -- Kitbash, retopo, material blending, set dressing, lighting

Another angle of TwoPit

Another angle of TwoPit

Troll Chasm -- Retopo and vertex paint material blending, optimization, set dressing

Troll Chasm -- Retopo and vertex paint material blending, optimization, set dressing

Another angle

Another angle

Dirty Broken Passage -- 
A hand-modeled passageway with various rock deco

Dirty Broken Passage --
A hand-modeled passageway with various rock deco

Lamp prop, modeled in Blender, Mandela design made in Photoshop, painted in Substance Painter

Lamp prop, modeled in Blender, Mandela design made in Photoshop, painted in Substance Painter

I provided additional set dressing and VFX for the shots in this trailer, composed characters/ animations and camera work using the Unity timeline and Cinemachine, recorded them as image sequences, and re-encoded using Blender before sending to editors

Here is a collection showcasing my work on Colossal Cave by Cygnus Entertainment, released on 1/19/23

I came onto the project late in 2022 to help with Environment Art and Marketing, where I was able to design, create environment art, set dress, and light a few "rooms," as well as produce and record cinematic/ gameplay content later used for the game's trailers.

Rooms:
Two Pit:
-Two Pit Room
-Swiss Cheese
-Connector Tunnels

Bedquilt:
-Dirty Broken Passage

Troll:
-Chasm

The majority of the work involved creating or modifying terrain, adding and batching modular rock deco pieces, creating new props and materials, creating texture swaps, vertex painting for blend shaders, adhering UV maps to pre-established texel density, set dressing, creating custom colliders, and collaborating with other artists/ developers to map level refinements around existing logic infrastructure.

I also worked on the camera motion cuts for the Steam Announcement Trailer, using Cinemachine and the Timeline.