Building Asset iterations for a Civilization type game.
Game Art and Development
Visualizing the exterior of the original camel stable scene. The water trough, hay piles and rope props add to create a convincing concept design.
Third level for a sea Harbor town building asset. Developed textures and greater details with Blender model used underneath as a perspective and lighting guide.
Third level for an Army Barracks building asset with silhouette developments. Simple textures. To add height to the scene I added a water tower.
Three “ages” for religious building assets with advancements in each new age. Research revealed the use of buddhist prayer flags and repetition of mandala architecture.
Modeled the level 1 Stupa without prayer flags. Quick visualization for perspective accuracy.
Three different weather atmospheric FX for Age 1 model.
Two character pose options, clothing design, and props were developed. Designing strong shape language with the use of silhouettes.