Project type: Gamedemo / Vertical Slice
Role in the project: Concept Artist. Level Designer. 2D art & backgrounds. 3D modeller/Animator/Texturer. Rendering and compostiting. Additional programming.
Mimic is a sidescrolling platformgame made at university in a Team. The player takes on the role of a small girl who finds herself in a magical world where her toys have come to life.
Project type: Animated short
Role in the project: Concept Artist. Character design, Graphics & Animation.
Bo is based on a childrens book about a boy named Bo who goes to the local store with his mother. We formed teams of two or more and it was up to each team how to interpret the story.
The text had allready been recorded and even after we made our own recordings, we liked the one we had. A kriteria was to alter the visual look, but not the story itself.
Project type: Game Concept and Hype presentation
Role in the project: Concept Artist. 3D modeller/Animator. 2D Artist.
In a team of two, we created a fictitious company and produced a trailer and attempted to hype a soon to be released new game. You might say it was an experiment conducted by us at university to test the process and possibilitys of Hype. But allso to gain insight into business planning and how to set up a gamestudio / publisher.
Project type: Visual Prototype
Role in project: Concept Artist. 3D modeller/Animator/Texturer. 2D Artist.
Baddies was made as a Visual Prototype, or a visual concept of how the game could look and feel. Baddies was a project made while at university. This course was all about the entire process of producing a game. We formed teams of students and went from brinstorming, to concept arts, to prototyping.
Project type: Playable game in 3D
Role in the project: Concept Artist. 3D modeller/Animator/Texturer.
At university this project was a simple playable 3D-game. A criteria was that it would be true 3d, complete with a level and 3d-models, something I had not done before.
All teams were free to choose the engine and environment.