Emergency HQ
2015






Created for

Emergency HQ Mobile RTS/Simulation Game

Created in

April – May 2015

Responsibilities

  • Low poly modeling & texturing (diffuse map only)
  • Creation of modular pieces for Level Design
  • Efficient usage of engine restrictions

Software used

  • 3Ds Max
  • Unity 3D
  • Photoshop

About

 

For one of the latest mobile games developed at 16T, I was mainly responsible for modeling and texturing several modular building sets, props and general assets. I worked closely with our Level Designers and former Lead Artist Marcel Gonzales on delivering game ready content, respecting Engine restrictions. Because this was for a mobile game, we used a diffuse only pipeline. I learned quite a lot about low poly modeling and expressing silhouettes with the bare minimum of polygons. I also focused on efficiency using as few textures possible for the different building sets created.

This was my last responsibility before making the decision to leave Sixteen Tons Entertainment after roughly one and a half years as a Level Artist and Environment Artist. I decided that I wanted to focus on Triple A Development and creating high quality assets for next gen engines, rather then working on mainly mobile and simulation games.

One of the major building sets I created for the game. Screenshot taken out of the engine.
One of the major building sets I created for the game. Screenshot taken out of the engine.
The anchor piece of the map, a small town church using the same material as the village set.
One of the different houses created for the set.
One of the different houses created for the set.
One of the different houses created for the set.
The set contains several small and big houses, fitting together and adding variation.
A requirement was to use as little texture space as possible, in order to have a efficient global atlas texture of the level.
A petrol station asset I created for a different level.