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Trial of Passage, by Thunder Buddies

Final Textured Meshes of assets used in the game.

Final Textured Meshes of assets used in the game.

Some of the Final UI Elements - there are more than 150+ UI elements in this game, these are just some of the basic ones, that facilitate the general feel of all the elements created.

Some of the Final UI Elements - there are more than 150+ UI elements in this game, these are just some of the basic ones, that facilitate the general feel of all the elements created.

UI Elements, fully animated and coded to transition on the button press. The collectibles screen is not fully implemented due to waiting on the criteria for the unlockables. Also credits still waiting to be filled due to changes in credits.

The Great Mighty Lava, with Idle animation. The final boss of the Trial of Passage

The Airship - Used to carry the hero from level to level.

The Boulder Element - inspire by concept art given by Rob Lowe, mechanics based on Deku's from Zelda: Ocarina of Time.

Changes made to base meshes, and game res models made.   UV completed and animation rigging complete.

Changes made to base meshes, and game res models made. UV completed and animation rigging complete.

Pre-Production Meshes, based on the concepts from the game designers' descriptions of the assets.

Pre-Production Meshes, based on the concepts from the game designers' descriptions of the assets.

"Trial of Passage" This game was the brainchild of Nicholas Fife, Brad Thompson, Robert Lowe, and Ted Koniarz.

Designers:

Nicholas Fife
https://gameswithfife.wordpress.com/

Rob Lowe
https://amerudax.wixsite.com/rlowe

Ted Koniarz
https://teddysportfolio605818336.wordpress.com/

Brad Thompson
https://bradleythompsonportfolio.wordpress.com/

The artists for the project are:

Ashley Coe
https://www.artstation.com/ashleycoe

Christopher Peterson
https://www.artstation.com/christopher_r_peterson

Vincent Brindisi
https://www.artstation.com/vincentbrindisi

Benjamin Portmann
https://www.artstation.com/benjaminportmann

This was a collaborative effort; for this project, I took on the roles; of prop artist, environmental artist, character artist, character rigger and animator, and UI artist/developer.

This being my first time diving deeper into character art and animation, as well as UI Design. All the models were made in Maya, approved by the designers at every stage of development, then exported out for Unity's use by the designers. This was a new learning process for all of the artists on our team, as unreal and unity do not use the same texturing systems, so the designers and we were quick to learn from each other and help one another out. The Great Mighty Lava, the Boulder enemy, the airship, and the boulders are fully animated. With a long list of animations that go into the state machines made by the designers. I want to give massive credit to Nicholas Fife for being brutally honest and forward with his wants in regards to animations require for his assets.

This project was a great implementation of all the knowledge I have acquired up to this point. Working on the go, on multiple assets at one time, gave a sense of thrill and pressure. It was truly a joy to work with everyone on this team.

Date
November 17, 2020