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Bēhance

Wake Up Call by Dark Synergy Studios

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  • Wake Up Call is an upcoming video game by the independent developers "Dark Synergy Studios".  More information about the project can be found here:
     
    www.wakeupcallgame.com
  • Concept Render for main character, "Kyle".
    The suit and character had already been designed by other artists, and my job was to create a concept render that would show how the character might look in action.
  • Concept render of character named "Captain Mondale"
    The concept had been previously designed by other artists, and my job was to illustrate how the character might look while getting ready to shoot his snipers rifle.
  • Concept render for a character named "Davos".
    The design for Davos had already been designed by other artists, so my job was to illustrate how Davos might look when animated.  Davos is a sinister character with a very "tough guy" attitude, and the project lead wanted to see how well that attitude could be communicated with the design they had come up with.
  • Concept render of character named "Jason"
    The design for Jason had already been completed by other artists, so my job was to try to capture some of the power and energy that this character is known for.
  • Concept render of character named "Tori"
    Tori's design had already been concepted by other artists, so my job was to show her getting ready to fire her weapon.  The challenge was to communicate some of her attitude through her pose and through the look of intent on her face.
  • Character views sheet for "Tori"
    I painted a views sheet to help the 3D modelers create the optimized asset for use in the game.
  • Concept render of character named "Sargent Spring"
    This was a concept that I designed from the ground up (more information below), and the project lead wanted to see him in an action that would show his leadership role in the game.
  • Refined concept for character named "Sargent Spring"
    I was tasked with the job of desiging the concepts for this character.  He struggles with some skin diseases as a member of the "mutated" class, and he is unable to grow hair, so much of the concept revolved around those defining features (i.e. the arms and the bald head needed to be visible, etc.)
  • Character Views sheet for "Sargent Spring"
    I painted this views sheet to help the 3D modleers to create the optimized asset for use in the game.
  • Refined concept for Scout character.
    I designed the concepts for this character and worked hand-in-hand with the project lead to achieve the results he wanted to see.  The pose shown was to illustrate a relaxed, but still confident attitude displayed by the characters of this class.
  • Refined concept for futuristic marine.
    This was another concept that I designed from the ground-up.  This character was to be much more heavily armored than many of the others, and the weapon/armor choice needed to reflect that.
  • Views sheet to help modelers create the 3D game asset of the scout character
  • Views sheet to help modelers create the 3D game asset of the marine character
  • Character concept variations for futuristic marine character.
    All of these concepts were designed by me from the ground up.
  • Thumbnail variations for the scout character.
    More concepts designed entirely by me.
  • Further refining the marine character concepts
  • Thumbnail variations for futuristic marine character.
    The thumbnail stage is a really fun time where I feel like I can loosen up a little and just let my creativity run wild.  The main goal of the thumbnail stage, of course, is trying to find something idea or concept that the art director/project lead can latch on to and run with.
  • Views sheet for mutated urban character to help the low poly 3d modelers to create the low polygon asset to be used in-game.
    The concept had been done by other artists, so my job was to interperet those concepts into various views to aid in 3D modeling.
  • Views sheet for Kalder Medic character to help the low poly 3d modelers to create the low polygon asset to be used in-game.
    The concept had been done by other artists, so my job was to interperet those concepts into various views to aid in 3D modeling.
  • Views sheet for Kalder Commander characters to help the low poly 3d modelers to create the low polygon asset to be used in-game.
    The concept had been done by other artists, so my job was to interperet those concepts into various views to aid in 3D modeling.
  • Views sheet for Kalder Soldier characters to help the low poly 3d modelers to create the low polygon asset to be used in-game.
    The concept had been done by other artists, so my job was to interperet those concepts into various views to aid in 3D modeling.
  • Rebel Variation Thumbnails
    Thumbnail concept designs for the Scarred soldier rebels.
  • Rebel "B" Variation sketches
    Some sketches to convey a variation of the rebel concept and find an appropriate posture for the refined concept design (below).
  • Rebel Variation "A"
    Refined concept for Scarred soldier rebel, variation "A"
     
  • Character Views sheet for Rebel Variation "A"
    I created high poly zbrush sculpts of the rebel variations to work out the concept in all 3 dimensions.  This helped to solve a lot of potential problems that can arise when translating from 2D concepts to optimized 3D game assets.
  • Rebel Variation "B"
    Refined concept for Scarred soldier rebel, variation "B"
  • Character Views sheet for Rebel Variation "B"
    I created high poly zbrush sculpts of the rebel variations to work out the concept in all 3 dimensions.  This helped to solve a lot of potential problems that can arise when translating from 2D concepts to optimized 3D game assets.