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48 Hr Game Jam (Sea Banshee)

Here are some renders of the models I made during the Brisbane 48hr game Jam, an exhaustive and enjoyable challenge.
I was in a team with Sebastiaan Fehr and Kieran Lord, two talented programmers who invited me.

In order to create game ready models in the designated amount of time I designed the characters to be segmented, reducing animation to simple transforms such as flapping fins or spinning propellers. Regular rigging and blend shapes were not an option with the technology we were using. This also meant topology was not an issue; therefore I used Decimation master in Zbrush to make my lowpoly models. I used polypaint for textures and Substance Designer for rust effects and Zbrush’s UV editor to create UVs. I used kitbashing (by downloading free Mech brushes from www.badking.com) on the small mechanical components of the submarine and for most of the mechanical submarine interiors.

The premise of the game: You play a member of a deep sea scientific expedition intent on researching a newly discovered species by finding and collecting eggs in a submarine whilst defending against all forms of aggressive sea life. Your actions enrage the mother beast, a fearsome sea banshee who threatens to tear your submarine asunder. Your ship is designed as an angler fish to blend into the hostile environment.

The game has three players and is designed for virtual reality. Two characters inhabit the submarine in first person. One character drives the submarine and collects eggs. The teammate mans a turret on the submarine, shooting at vicious crustaceans and of course the dreaded Sea Banshee. The pair must work together to ensure survival. The last character is the Sea Banshee and plays the game from a top down view with the singular goal of destroying the submarine.

The renders presented are game models and textures; however the game itself does not have dynamic lights or normal maps.

Sea Banshee

Sea Banshee

Sea Banshee Egg

Sea Banshee Egg

Deep Sea Critters

Deep Sea Critters