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Conquistador Dungeon Game Assets

- An Exercise in Creating Characters and Assets for Game Development

Aiming Rifle Screenshot.PNG
Rifle Change 01_edited.jpg

Character and Weapon Models

The focus for this exercise was to limit poly-count as much as possible in ratio to conveying the details I wanted, in order to optimize performance in a video game environment. 

Animation Tests - Player Character

Animation Tests - Player Character

Animation Tests - Player Character
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Film & Animation
Gamedev
Game Dev (Almost) Daily Updates - #2: Run cycle

Game Dev (Almost) Daily Updates - #2: Run cycle

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Game Dev - First Running Animation Demo

Game Dev - First Running Animation Demo

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Game Dev (Almost) Daily updates #1 - Prototype Character and Run Animation in Blender 2.8

Game Dev (Almost) Daily updates #1 - Prototype Character and Run Animation in Blender 2.8

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Character Rigging and Animation

Using the non-linear animation tool in blender, I created and saved several animations for the character to be exported and used in a game engine. The character was rigged with a modified human meta rig. 

Early "Gameplay" Test

Here is the character imported into Unreal Engine 4, with animations. I programmed the character movement and animations using Unreal Engine's blueprint editor. 

If I were to revisit this project now I would use Godot Engine for prototyping as it's much more intuitive and its native GD Script is even more straightforward to me then blueprints given my basic python programming experience. 

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