3D Modeling & Animation
2025-2026
2025-2026
My game is called Metro Mayhem. It is a fighting game that takes place on a metro, where the player fights off waves of enemies using various boxing moves. I based this animation project on the "Sparks of the Workshop" prompt, as I took inspiration from the concept of machinery stirring up the underground environment around it. This animation will serve as a loading screen for my game, which endlessly loops before each level until it fully loads in. The player character is the main subject of my animation. This character is unique as they look mostly casual, except that they are always wearing boxing gloves and have scars due to constantly being in battles. The cutscene tells the story that the main character, like the player, is waiting to access theirnext battle, but is distracted by a phone, which is relatable for many people.
For my scene, I will need to build and model the following: the player character, their phone and headphones, the metro/subway train, a bench, a trash can, pillars, and moving posters. The metro, phone, and player character will require detailed modeling and special attention, including their own separate light sources because they are the primary and most intricate models in our scene. The player character will need to be rigged for movement as they are the primary subject of the animation, featuring humanoid movement. The design of my character reflects their scrappy, geared up personality and expresses to players that they are playing as the main character of a fighting-centered game.
The layout of my scene involves the trash can and pillars in the foreground, the bench and player character in the middle ground, and the metro/subway train and its tunnel in the background. The player character is positioned near the right side of the screen, allowing for an open center in the middle of the image to showcase the metro and its doors. Two cameras will be placed: one behind the pillars, in the center of the subway station, and one focused and zoomed in on the player character, with the metro doors visible in the background. The layout supports that the player character is distant after the subway arrives, but suddenly focused and shocked when they look up to see it pulling away, realizing that they had missed their train.
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