3D Artist
2D Art Contributions

4715 JETSAM
Objective:
Game Production Final
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8 Weeks
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Unity
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Team of 7
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3 Levels
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3rd Person
Main Roles:
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Concept Artist
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Character Artist
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Environment Artist
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Illustrator

Concept Art









This game required less concept art than our capstone project, as many other aspects of the Art Style were understood appropriately during art meetings. However, character differentiation and environmental unity still needed to be defined so I conceptualized those, and provided a basic look into the level progression of the game.
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At the time I designed the characters, I was not responsible for the character model just yet, so I aimed to make the concepts clear enough so as to allow other modelers to develop it appropriately. I loved that I did this, however, as it came in handy once I was responsible for the model as well. I also conceptualized and modeled the McGuffin, as it would be placed directly on the player character after a specific scene.
Marketing

For the purposes of this class, we were expected to deliver basic cover art for the game as if it were to be enclosed in a case, so I took renders of the 3D Models and composited them together into the portrait to the right of the image above. I wanted to hint at the McGuffin's importance so I had Corrupted Units chase it down, while the main character's portrait hovered over the title. For the latter, I was inspired by Visceral Games' Dead Space, but I had to make sure the tone isn't as dark as that of Dead Space's, since 4715 Jetsam was a bit more on the toon side. Given the scope restrictions, we tweaked and repurposed this design throughout the rest of the marketing materials.
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...and more!
Other Contributions for 4715 Jetsam
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Conceptualized energy core mcguffin, modeled it and textured it
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Modeled some extra environment assets
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Textured all environment assets past the tutorial level
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Designed Cover Art for all Marketing Materials
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Documentation Collaboration​s
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GDD
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Game Progression​
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Characters
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Environments
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Story/Lore
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Game Mechanics
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ASG
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Linework & Shapes​
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Palettes
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Concepts
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Characters​​
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Environments
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Main Takeaways From This Project
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Sometimes, if not most times, having a chain of command or authority hierarchy helps
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Scope management is imperative for the game's completion, especially when comparing team skills to the game's needs
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Impostor Syndrome attacks everyone, and you can deliver something special if you let a teammate help.
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The software you use to develop game assets don't necessarily always have to be "these", especially if you can deliver exactly what's expected from you.
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There are no rules for how a game should be made, but general guidelines that help you efficiently navigate outside the box should be welcome.







