Obduction/ Unreal 4/ 3ds Max
Obduction, 2016
Obduction is a puzzle adventure game created by the makers of Myst, in which you explore strange, beautiful worlds and uncover cosmic mysteries.
"...Cyan has succeeded in making another adventure that feels truly timeless." Polygon (2016)
Buy Obduction on the Oculus Store.
Buy Obduction on Steam.
"...Cyan has succeeded in making another adventure that feels truly timeless." Polygon (2016)
Buy Obduction on the Oculus Store.
Buy Obduction on Steam.
Farley's Vault - Scene Layout and Lighting
Farley's Vault is an intimate area that provides a deeper look into the searching, creative, and scientific mind of one the game's main characters, (as well as insight into the game's overall narrative). The lighting is intentionally soft and diffuse, welcoming, yet mysterious, lit by the cool blue twilight of the Arai barnacles, and the brighter warmth of Farley's sleeping quarters/ art studio.
What I did:
What I did:
- Level art and room layout, collaborating with designers, art director, and visual designer. (Rand Miller instructed me to "channel Farley".)
- Lighting (these screenshots were taken at the game's release).
- Modeled and textured several props, including the puppet theatre.
Kaptar - Ancient Architecture (Modular Toolkit)
Kaptar, the second world of Obduction, is defined by soaring grey cliffs and the remains of two ancient civilizations.
What I did:
What I did:
- Modeled most elements of the ancient stone civilization; derived designs from limited concept art.
- Designed totem statue.
Kaptar - Level Art and Scene Design
What I did:
The base shaders were developed by the art director, the PBR materials were a team endeavor.
- Level art, composition and layout, in collaboration with visual designer.
- Set dressing and polish, including initial lighting.
- Designed Kaptar (non-swapping) sphere chops, using materials I developed from project shaders.
The base shaders were developed by the art director, the PBR materials were a team endeavor.
Hunrath Props
What I did:
- Designed props from real-world research and photo reference.
- Modeled props using conventional high resolution game art workflow, beginning with high resolution models or sculpts.
- Modeled many props using project-specific modeling workflow ("stretchable" structures), made possible by project shaders. (This approach allowed us to generate real world props with similar components very quickly.)
Hunrath Caves - Level Art and Lighting
The caves of Hunrath become familiar to the player as they solve one of the most difficult puzzles in the game. Since the area is, by its nature, monotonous in color and texture, special attention was paid to the use of positive and negative space, contours, elevation, direction, set pieces, and lighting.
What I did:
(The rocks were part of a modular toolkit developed by the art director.)
What I did:
- Transform simple grey box zone into a visually intriguing, mysterious series of chambers and paths that were also player readable.
- Modeled and textured additional rustic mining props
(The rocks were part of a modular toolkit developed by the art director.)
Hunrath Paths - Level Art and Scene Design
What I did:
- Level art. Transformed grey box area into upper cliffs and back paths of Hunrath, using pre-developed Hunrath rock toolkit, terrain system, and foliage library. (These outdoor areas lure the player deeper into the puzzles. No concept art was provided.)
- Modeled several story props for wooded bosque area.
- Set dressing for several locations throughout Hunrath.
- Outdoor lighting tweaks, including tree (shadow) and fill light placement.
- Designed the large ancient stone sphere swap that sits near the center of Hunrath.