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Manav Lakhwani Daswani

Y la abuela?

Project overview

I am Manav Lakhwani and I have been part of the art department during this project.

During these 4 months, even though I have contributed in other aspects of the game art, I have been mainly focusing on 3D modelling, sculpting and texturing making sure to follow the same pipeline and art style as my colleagues.

All the software that was used were:

· Photoshop: UI and Concepts

· 3DS Max: Modelling

· ZBrush: Sculpting

· Substance Painter: Texturing

CONTRIBUTION


What I did

In this project, I started by making the first iteration of UI elements and all the main menus art. I then proceeded to create 3D assets for the levels and even made a couple of secondary characters.

I always made sure that all the art being created by my part was following the correct pipeline through all modelling, sculpting and texturing, and that the art style and quality was up to the same level as the rest of art created.

3D MODELLING/SCULPTING/TEXTURING

Dwarf

Grandma

Cave

Level asset.

Cave Plant

Level asset.

Ghoul Nest

Level asset.

Indoor House

3D asset for background Main Menu.

Mountains

Variations of mountain for level boundries.

Round Rock

Level asset.

Stairs

Level asset.

Wall Torch

Level asset.

USER INTERFACE

I first started the project by doing an extensive research in User Interface on different art styles that would fit nicely in the game, such as fonts, HUD, menus, titles and more. I tried finding various games as references that could represent that cartoonish medieval art style and focused on their UI. So I filled a document deciding what would represent and fit our art style the best when creating our own UI: shapes, predominant colors for background and colors to contrast or stand out, fonts, etc.

Using this research, I then did the first iterations on the UI elements and menus of the game:

HUD

First iteration of the HUD in the game:

Buttons

First iteration of the main manu buttons in the game:

Title

First iteration of the title of the game:

Frames

First iteration of the frames in the pause menu:

SCENE PROP COMPOSITION

Forest

I was in charge of all the forest area in the first level, where I started with a concept of how everything was intended to look respecting the decisions that the design department previously made:

I then proceeded to paint it in Substance Painter the way I envisioned it represented in the concept:

And lastly, I orgazined and put all the props in the scene to make it look like a forest but taking in account the engine perfomance:

EXTRAS

Asset List

I extended and improved the asset list of our game, by adding more components to each asset and searching various references to each one. I also reorganized and added more assets concording to the designs department newly decisions.

Breakable Props

I used a script to break the meshes of some props to be able to break them in the game:

Geralt Main Character

I did some few iterations of Geralts volume modifying the Low Poly exagerating his body for a cartoonish style:

Services

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Content Marketing

Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.

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Social Media Marketing

Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.

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Brand & Logo Design

Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.

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Social Media Advertising

Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.

Image

Social Media Advertising

Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.

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Web Design / Development

Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts.