"Minerva" my original game for my Game Development Final(2018). A pilot crash lands on foreign planet and she must venture out into the unknown. Created in Unreal Engine by me with supervision of my professors. Spaceship modeled by me in Maya / ZBrush, textured in Unreal Engine. Environmental textures and backgrounds designed by me in Spacescape, Photoshop, and Unreal Engine. Character, rocks, and other environmental assets from Unreal asset library and retextured by me. Animations from Unreal asset library or Mixamo.com assets.

Part 1 demonstrates gameplay and hanging function. Hanging function made using root orientation, physics calibration, Mixamo Ledge Grab / Wall Hang / Ledge Drop animations, and detectable ledge placements.

"Minerva" original game created in Unreal Engine by me with supervision of my professors. Spaceship modeled by me in Maya / ZBrush, textured in Unreal Engine. Environmental textures and backgrounds designed by me in Spacescape, Photoshop, and Unreal Engine. Character, rocks, and other environmental assets from Unreal asset library and retextured by me. Animations from Unreal asset library or Mixamo.com assets.

Part 2 Further demonstrates gameplay and hanging function. Hanging function made using root orientation, physics calibration, Mixamo Ledge Grab / Wall Hang / Ledge Drop animations, and detectable ledge placements.

"Minerva" original game created in Unreal Engine by me with supervision of my professors. Spaceship modeled by me in Maya / ZBrush, textured in Unreal Engine. Environmental textures and backgrounds designed by me in Spacescape, Photoshop, and Unreal Engine. Character, rocks, and other environmental assets from Unreal asset library and retextured by me. Animations from Unreal asset library or Mixamo.com assets.

Part 3 demonstrates Main Menu, Fire / Spike / Fall Death, and Respawn functions. A checkpoint and lives system would ultimately track distance progress after death. 

"Pilot Jody Jones" Character turnaround by me drawn in photoshop. I wanted an armored space suit that was designed with traversal of multiple environments and terrain in mind. Armored pieces such as knee/elbow pads, hip/thigh pads, as well as multi level spinal support focused on areas that would receive repeated impact climbing, jumping, and falling and plated for added support and flexibility. Other areas of high flexibility such as neck, extremity joints, and waist left unencumbered. Helmet equipped with bulletproof visor with HUD, oxygen filters, and amplified hearing. Left arm has secondary HUD displaying vitals and suit upgrade controller. Spinal pack contains oxygen filter and jet booster upgrades. Utility pouches for carrying supplies, upgrades, and collectibles. Boots self tightening, gravity / magnetic upgrades, rocket boost boot upgrades. Upgrades unlocked throughout the game.

To expedite the process I drew the armor over a stock image of a figure model turnaround at 10% opacity. Character was then modeled in Maya and is yet to be rigged or imported. 

My initial character concept sketch - sketched and then painted over in Photoshop.

Once I decided on the armor I moved to color options. Once again, to expedite the process, I drew armor over a stock superhero pose(not my pose), and colored different copies.

Spaceship modeled in Maya and edited / retopologized in Zbrush

You may also like

Back to Top