Cinema4D Work
Xen
Late Night
Hunger Games VR for Samsung Gear
Game Production Lab
I was assigned to do level 3, and made roughly 90 percent of all 3D assets seen in the level. My main responsibility was replacing all white-box geometry with 3D assets. My biggest goal with this level, and Push and Pull in general, was to match the concept art as closely as possible.
Level 1 is also a level I spent a great deal of time on trying to match the concept art. This level was probably my second most worked on level. I mainly worked on the background, but also ended up making story related assets, such as the purple character screens, the "Do Not Touch" sign, tutorial screens, and the foreground objects, all made in Photoshop.
I was responsible for a lot of textures in Push and Pull, like the wall, floor and lava texture seen in the top images. I was also responsible for all water effects, especially Level 4. Furthermore, I did the model and texture for pull ceilings, jump walls, and push blocks, barring the logo.
Push and Pull
SkyWind
Buildings & Interiors
A few base house models to be implemented. During implementation, they will be given more detail.
This image is in game footage of my finished model, fully implemented in Caldera.
Arpeggio
Arpeggio is the next Game Production Lab game I worked on at UT Dallas. I was given full control of how the environment looks. I modeled and textured basically every environment piece with the exception of a few vegetation models. Additionally, I was responsible for lighting, particle effects, and some environment ambient sound effects. I also created the background for the main menu seen here.
© 2016 by Karl Schecht