Tuesday, January 18, 2011

Real Heroes: Firefighter Environment Layouts

Tools used: 3DS MAX, Photoshop


*The following environments are assigned to me including the creation of textures, props and lighting. Initially it was blocked out by our Art Director then handed down to create shape and bring to life. During polish time, we let other artist polish each of our level to get a fresh eye to add more things of polish. It was a good way to unify a bit of everyone but overall we all have our own levels. We also handle the wrapping of burnable surfaces in the environment and objects that design & tech requires.

I could not backup all the textures for each environments, but please check my website as I included some in-game screens from the game. Thank you for understanding. Here's a trailer for the game for your reference.
The game is out now on Nintendo Wii. So far, this is my favorite and proud game to have worked on. It was a fun working environment and lots of fun with everyone at the studio.

Originally modeled for the prototype version. Credit goes to Grace Hsuing for added polish into the final game.

Train/Car crash environment that cut in the game. All modeled by me but tree model credits to Grace H.

Final level in the game, Dragon Coaster level. I made mostly everything except for my Art Director's initial block out and good art direction we're going for.

Haunted Mansion: Mostly modeled, textured and lighted by me. Polish in lighting credits to our Art director Scott Fabianek.

The first level in the game, Industrial Factory. One of the most intensely iterated in design. Most models, textures, props are created by me. Some props, lighting polish credits to our Art director.

Collaborative effort by me and Scott F. Buildings, trains, props & inner environments  are mostly mine and Scott made the outer environments, trees, skies, etc.

Museum: Probably the most iterated environment I worked on. Credit goes to Scott F. for most of the changes and helped me take a good direction on bringing it life.

Amusement Park: Probably the biggest open area environment I worked on in the game. Collaboration with the Art Director. One of the toughest level I worked on as its difficult to create all the details in such big environment to look good as possible in such small amount of time.

Warehouse: Smallest level and probably easiest one to create. Most are created by me but big credit to Jeff Macalino for adding texture polishes and prop models.

In-game screenshots








No comments:

Post a Comment