A game ready character with around 10k tris, PBR maps (albedo, roughness, normal), skinned and with animation controllers, aswell as a simple facial rig.
Garbage bags using normal maps made with Mudbox and Maya. 2.2k tris.
During my last class game jam at my university I took the role as a sort of "Lead animation direcor". During the game jam the whole class was supposed to make a big game with containing different mini games. Apart from making the base animations and the rig for the protagonist you see above I also designed the workflow/pipeline for the character to avoid bottlenecks, enabling the smaller teams to make their own custom animations as fast as possible without hindering the character designer. I helped the teams with anything from animating in Maya to implementing the animations in Unity whenever they needed it. I also implemented the standard animator controller for the protagonist in Unity. The same animations was used for four different variations of the character to enable co-op.
Animating the hands of the player model in a first person, grenade throwing multiplayer, as a part of our project course.
An old phone made in Autodesk Maya and Substance Painter.
An old thermos and me testing out Substance Painter. Did I personally paint the birds? Well, let me put it like this; no.
I saw this Vsauce video and thought the ending was kinda funny
A school project teaching animation and character mpdeling. It has multiple animations ready to be blended in a game engine. I hope to rework them at some point to more accurately represent the characters weight and personality.
Inspired by Joe Pitt's design:
A small school assignment about sound design, how to alter sound with code and how to implement it in a game engine. I also took the opportunity to make my own mini-game.
Picked up an old one, cleaned it up and made some textures. Now it's got almost twice as many plygons, but it's still pretty lowpoly (about 3k faces). Made in Maya (originally in 3Ds Max) and Photoshop.
Simon Stålenhags original:
My first self-made game on Google Play! The game is not rewarding in any way (or fun), but it's really exciting to publish something of my own.
Made with Maya and Photoshop.
Simon Stålenhags original:
A swedish walkway sign. Low-poly and fit for videogames. Perhaps it could use a higher level of LOD as well.
A swedish bus with low ploycount, made with Maya and Photoshop.
A mobile game developed in Unity3D by Sean Sibthorpe, Hannes Kempe Lundin, Simon Waax, Christopher Arkhem, Henrik Palmestig and myself.
Another school project. A "cookie clicker"-game where we had to replace all the graphics as way of introducing us to the game engine Unity3D.
Another (crap) car but with a bit higher poly count.
I really like the lowpoly style. And I like the "old-and-bad-80s" sort of style.
This game was for a school project during October 2016. We were to make a top down game or a side scroller. We were required to have an enemy that would sense the presence of the player, a quest, sounds, moving platforms (if it was a side scroller), and a game loop (which would make you come back to the main menu). We didn't need to make our own assets, but we did it anyway. The group consisted of Fred Schütt, Hannes Kempe Lundin and me.
Modeled after the design of my own ukulele, in Maya.
Made in 3Ds Max.
Simon Stålenhags original:
A lowpoly duck made in Maya.