Colossal Cave

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

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

Swiss Cheese, the porous walls were hand-sculpted and retopo'd using the PolyGroupIt/ Zremesher method in Zbrush-- material blending by vertex paint. I was also responsible for set dressing.

Swiss Cheese, the porous walls were hand-sculpted and retopo'd using the PolyGroupIt/ Zremesher method in Zbrush-- material blending by vertex paint. I was also responsible for set dressing.

The above view in wireframe

The above view in wireframe

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.

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

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

Another angle

Another angle

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

A toxic mushroom effect using Post Processing

Gushing Geyser Particles VFX (sprites provided)

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 and set dress 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 did animation/ camera/ Cinemachine work to create the shots used for the Steam Announcement Trailer, which involved queuing, syncing, and recording animators/ overrides, particle effects, and camera paths.

Thank you Colossal Cave team for having me, credit to other artists involved with the project:

Amber Johnson - Environment Art Lead
Emily Compton - Character Lead
James Carrol - Principal Technical Artist
Vaikunth Raghavan - Textures and Materials Artist
Morgan Hamilton - Prop and Environment Artist
Chris Dean - Prop and Environment Artist
Mitchell Creedan - Prop and Environment Artist
Thomas Hopfer - Prop and Environment Artist