Cover

TYPE:

STUDENT PROJECT

ROLE:

TECHNICAL ARTIST::ART DIRECTOR::LEAD 3D ARTIST

TIMELINE:

10/24-05/25

SOFTWARE(S):

UNITY::BLENDER::SUBSTANCE SUITE::PHOTOSHOP

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Gwido

TYPE:

STUDENT PROJECT

ROLE:

TECHNICAL ARTIST::ART DIRECTOR::LEAD 3D ARTIST

TIMELINE:

10/24-05/25

SOFTWARE(S):

UNITY::BLENDER::SUBSTANCE SUITE::PHOTOSHOP

Cover

Gwido

the game//

Gwido is a 3D exploration game where you play as a strange humanoid that is trying to reach a signal on a planet that was supposedly abandonned a long time ago by his kind. It is a student project that was made over the course of my 3rd year at ICAN.

Environnement//

Gwido takes place in an open world. The environnement you explore is a planet that was recently abandonned by the civilisation of your character. The planet is built to reflect both the abandonned colony and a mystic vegetation that somehow remain close to what we could see on earth.

Character//

I only had time to work on 2 characters during the project. The main charcter : Gwido, aswell as the main enemy : the Daucr. Because of my many roles on the project, I had to be efficient about their design process so that I wouldn't waste time on 3D iterations.

I had the most fun hand painting both their textures and animating them.

Showcase image
Showcase image
Showcase image
Tech art//

I've built various systems and shaders for Gwido. The one I'm most proud of is the reactive grass. The effect was achieved capturing motion vectors through a top-view camera, storing them in a render texture, then injecting them into the grass and vegetation shaders as vertex displacement. This way Im able to capture the movements of every moving object on the screen in a single draw call.

More//

I've also built others systems, such as a fully custom light model that I wrote in HLSL and some procedural stuff that greatly helped during the world building.