Posts

Seedborne Soldiers

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  My work with Hat Wobble was creating all the 3d arenas and characters for their auto-battler game Seedborne Soldiers (steam release 2025). I also did particle effects in Godot. My thanks to John Bonila and Rich Gebbia for bringing me on to their project, they have been a great team to work with, and I wish them much success in their endeavors (this will be their first published steam game!)   These are low poly characters, generally around 600 for the majority. The riders and Cerberus were in the 930 poly count range. Everything modeled and animated in 3dsmax, textures hand drawn in Photoshop. Files were processed in Blender for the .GLB export (which is what Godot used)   Particles made within Godot engine had a learning curve; the interface could use a cut and paste for key frames, but at least it got things done for an open source engine. I have included screenshots of some particles running in Godot.    You can view all my artwork in the game, there should...

Prototyping for games

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This is an otter made for Inherit the Earth 2 prototype. There was going to be a town of otters (hence the base model without clothes) lead by a chief. This character was rigged and one animation provided for my client to test. Link to some game animations  

Particle effects for Creature Quest

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 I did the VFX for Creature Quest, mobile game,  all the particle effects that will brighten up the UI, maps, combat fx, and enhancements to the creature art work. This was a free to play RPG game made by JVC (from NWC, Might and Magic franchise). There was a limit to the particles count and sizes due to the game running on older devices, and I learned Magic Particles software on the job. The particle software is basic with a lot of manual typing and manipulating curves, but it gave decent results. Youtube VFX

Flash vector animated games, Lakeshore Learning

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I did Flash game prototyping for educational games by Lakeshore Learning (called Whiteboard Games, meant to be used in school classrooms). Lakeshore would provide the storyboard, audio files and initial vector graphics, and I would process it: optimize graphics, animate characters, generate popups linked with audio, script the randomness of the game, etc. and return a complete working game to them.  It was a great experience working on a variety of subjects that it never got boring.  

Animating and scripting ABCmouse educational website

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 I was a flash developer for ABCmouse, an educational website. I did both animations and scripting in the early stages, before the company website went live. They had a variety of things to work on: painting, reading, animals (like the fish tank), and games.  

Dragonshard screenshots

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Dragonshard was an RTS game built by Liquid Entertainment. These units were low poly due to the potential of having hordes moving on the screen (grunts 100 triangles, bosses up to 500 triangles). This used a proprietary engine. Here are screenshots of the game in action, you can see my beholder, war turtles and hydra as they are larger than the grunt units.

Neverwinter Nights prototype

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 These are some characters modeled Neverwinter Nights prototype. Someone else created the textures, and then I would rig and animate for the game. The people were segmented for swapping and toggling on/off accessories (i.e. sleeves, boots, armor, weapons). The texture maps were larger for this game.

Dragons animated for games

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   One of my favorites to draw and animate is a dragon. I was fortunate to have dibs whenever there was a dragon in the game ;)   These were modeled, textured, rigged and animated for: Heroes of Might and Magic (rendered sprite), Might and Magic (lowpoly FPS), and Dragonshard (lowpoly RTS). Lowpoly dragons. Top 2 for D&D, Bottom 4 for Might and Magic Lowpoly green dragon, different pose, used in Might and Magic. Rendered as sprites for Heroes of Might and Magic Rendered as sprites for Heroes of Might and Magic

Game art process

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 Here are some of the artwork stages for making creatures and characters. All models were rigged and animated into a working game engine. After the concept art is the modeling (wireframe mesh), then texturing applied, next is rigging/skinning, then animation and export. For realtime engines the export format is usually .FBX.  3dsMax is the software of choice for lowpoly games, it is easy for me to work with, and contains all the tools in one package: from modeling, animation, and rendering (i.e. cutscenes). Character Studio biped is often used for humans and mocap files. lowpoly war turtle, Dragonshard lowpoly beholder, Dragonshard lowpoly chameleon with firefly container, Dragonshard lowpoly lizard shaman, Dragonshard lowpoly fighter, NWN