SkyGear Bastion
I was responsible for creating the 3D models for both the enemies and the background props, such as the buildings. Beyond modeling, I also made sure that all the 3D assets adhered to the overall style of the game, ensuring visual consistency throughout. I took on the additional task of texturing all the models, which was crucial in giving them a polished and cohesive appearance.
In terms of teamwork, I actively contributed to our discussions and brainstorming sessions. For example, I came up with the idea for the (train) rail system used for the controller, which included a rotating mechanism for shooting with the turret. This mechanic played an integral role in the gameplay experience. Additionally, I was the one who came up with the name for the game, which was well-received by the team.
During the first week, I made an extra effort to complete the 3D models as quickly as possible. My goal was to ensure that the assets were ready early, as this benefits the entire team. Having the visual elements ready on time often inspires the team creatively, helping us align on the direction of the project. It also provides the programmer with assets to start testing mechanics right away, which can streamline the development process significantly.
Overall, I took on multiple responsibilities to ensure the artistic aspects of the game were not only visually appealing but also completed in a way that facilitated the workflow and progress of the entire team.
Email Adress
Ralph.Bosman@hotmail.com