| Game Developer
transcend.jpg

Transcend

Sept 2016 - April 2017

About the project

As a team of 6 we developed a fully functioning demo for a game called "Transcend" - a 3D isometric fantasy beat 'em up brawler, that could be played cooperatively or in a versus mode. The game featured four playable characters, four enemy types, two separate game modes, and one stage.


My role

Artist / Art Contact

Contributions & Experience:

  • Wrote the art style guide

  • Designed the colour palette

  • Created all 2D menu art assets, and in game 2D HUD assets

  • Modelled, textured, and animated playable character Sango

  • Textured playable character Isadora

  • Modelled and textured environment centre piece - Whimsical Tree

  • Modelled and textured Heavenly Heights environment geometry (Ground/Rocks/Cliffs)

  • Designed, coded, and created 2D assets for our animated skybox shader


Some of my work

 

Colour Palette

For our game design we knew readability was going to be a defining element for both gameplay and visual appearance. While writing the art style guide I put a huge focus on colours. The base palette I came up with was a mix of a triadic and split complimentary palettes. These palettes overlap by using the accent colour from the triadic as the primary colour in the split complementary. In this case that was orange.

The environment uses a majority of its colours from the triadic palette while the characters use a majority of their colours from the split complimentary palette. Due to the environment having a lack of orange and the characters having a lack of green, we were able to avoid overlapping colours.

This image shows the environment using the triadic palette, and the characters using the split complimentary palette


 

Sango

Sango was the first playable character created for our game and the first character I ever modelled.  An anthropomorphic tiger demigod, he wields a Guandao: a two handed polearm used in martial arts, and channels lightning into his abilities.

I modelled Sango in 3ds max and textured him using a mix of photoshop and 3ds max viewport canvas.

Pencil drawn orthographic views for Sangos base mesh


 

Whimsical Tree


 

Transcend Title Art

For the title art I used a monochromatic colour scheme and symmetry to accentuate the white and centered text - "Transcend".


 

Environment stage - Heavenly Heights

For the environment I modelled and texture all the ground surfaces, rocks, and cliffs. Designed, coded, and created the assets for our animated skybox shader, did the lightning, and placed all our assets and particle emitters in Unity.