Some of the items I've made for Robocraft.

Freelance work I did for Julian Gollop's awesome Chaos Reborn game. I modeled and textured the wizard staffs based on provided concept art and created particles for them.
 
You can preview the Wizard Staffs within Unity by clicking here.
 
 
In-game screenshot of the Neutral Staff.
 
Chaos Reborn game credits. I'm under Additional 3D Art :)
 
A bunch of healing items I modeled / textured for Nectar Game Studios' "Project Resurgence".
 
 
Unity engine screenshot.
 
*Wonderful concept art by Roman Iglicar, check out his work here.
 
Traps I modeled / textured for Nectar Game Studios' "Project Resurgence".
 
 
Unity engine screenshot.
 
*Wonderful concept art by Roman Iglicar, check out his work here.
 
Simple clean gun and props I made, inspired by the cool indie game Robocraft. You can check them our within the Unity player by clicking here. (I've animated them via script and have added various effects).
 
 
Same as above, but did this energy gun as a Maya training exercise. You can view it in action within Unity by clicking here.
 
 
Space gravity generator. You can see it in action within the Unity engine (and customize the hull and glow color) by clicking here. Also an exercise to familiarize myself with Maya.
*Concept by Keen House Software.
 
Generator within Unity engine
 
Environment props for one of the levels in Nectar Game Studios' "Project Resurgence". All props use a 512x512 Diffuse, Normal, and Specular map (with the exception of the bar supply table, which is at 1024x1024).
 
Images are screenshots taken within the Unity engine.
 
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Bar supply table (including kegs, mugs, etc.)
 
Apple bowl
 
Broom
Broom (rustic look)
 
Candlestick
 
Long table (excluding chairs)
 
Wine bottle
 
Wood box
 
Steam/diesel punk beer tap I concepted, modeled, and textured for Nectar Game Studios' "Project Resurgence."
 
 
Weathered chest for the game WarSides I'm working on. 2,546 triangles.
 
 
This is a collection of some of the props I modeled and textured for Kaneva's MMO game "World of Kaneva."
 
It includes low-poly game assets as well as weapons and props for the in-world game "Ka-Ching!". The assets are optimized to work well with the large numbers of players in the virtual world (i.e. geometry and textures are optimized to the max.) and the constraints of the game engine we were using. The assets utilize only plain diffuse textures, with a few exceptions which have an alpha channel as well.
 
 
*Gun concept art by Bryan Eppihimer.
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