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Summary

A project done for my school's Summer co-op work-term. I worked under the guidance of a mentor, to evolve my 3D skills. As co-organizer, I lead the art and narrative team. 

Contributions

Game design, character design, 3D modelling, art lead, illustration.

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Table of Contents

Incarnadine (2025)

In this third-person shooter, clear your way through the dark town, taking on difficult encounters against ghouls and werewolves alike.

Action || RPG || Metroidvania

Pre-Production

In collaboration with my co-organizer, I prepared a pitch document for both my co-op coordinator and mentor to know about the contents and schedule of the project. This document includes gameplay, story, and intent. In our proposal, I mainly worked on narrative, specifically worldbuilding, characters, and grabbing reference images.

Character Concepts

I was heavily inspired by Darkest Dungeon and wanted to reflect this not only in theme, but in the comic style using bold strokes and harsh black shadows

3D Characters

A base was created to use for all characters as my main focus was learning how to use Substance Painter and UE5 with the limited time we had. While I did automate the UV process using the built-in options in Substance Painter, I did learn a lot about PBR materials and how to edit them with adjustments and filters. Characters were textured with 256 resolution to look like they could belong in a PS1 game. They were then put into Mixamo for auto-rigging and animation.

3D Environments

World assets were created using the level designer's metric list that showed dimensions and a rough silhouette of what the shape should look. All modular tiles used world-aligned seamless textures so that they could be easily resized and rotated and still look unified. Some materials and terrain were then vertex painted within Unreal to look more unique.

 

As earlier mentioned, textures were intentionally meant to resemble a "PS1 aesthetic". Most objects had automated UVs done by Substance Painter, but some I had to manually unwrap in Blender for the textures to look correct. 

Item Art

As the game had a range of items, I wanted illustrations to accompany them. Unfortunately, this was the task I had the least amount of time for so it was rushed, but they all have significantly different silhouettes to be hopefully recognizable. 

GAME CREDITS

2D ANIMATION

MENTORS

​Rek Carlson

Joey Abejo

Mar Abdullah

Morgan Avery

Irene Wei

Jaiyyu

Sam Khan

Sarita Sou

Shina I./Pipi

Adrian Sifuentes

Joon Oh

Kale Snyder

Sam Khan

Mayan

Carrie Sloane

Stephen Douglass

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