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Jurassic Arena is a virtual showcase of my skills as an animator, hard surface modeler, and texture artist. It is an interactive look at my 3d skills as well as my progression with Unreal Engine. For this project, I modeled, textured, rigged, and animated the pistol rifle, and shotgun weapons. I also animated the dinosaur enemies as well as all of the coding within the Unreal Engine.
Special thanks to games student Alistair Bartlett for his consultancy and assistance with Unreal engine Debugging.
(inspired by the Desert Eagle 50AE)
Beginning with a simple block out then moving onto secondary detail, keeping poly count Low where possible.
Implementing a Udim workflow I have spaced out the UV maps over 7 tiles giving me a much higher Texel density allowing for more detailed realistic texturing without the noise produced by low pixel count
(inspired by the P90)
Many iterations of animations were made receiving feedback from SAE lecturers and industry professionals for the weapons in an attempt to match the weight and force of each weapon while still keeping it fun to use for the player every attempt has been made to ensure that animations stay out of the players focus in the center of the screen as not to block their view from any action. I also animated Dinosaur rigs from CG Troung
Using Unreal Engine's 'State machine' combined with 'layered blend per bone' node I was able to call animation montages and blend them together with other actions additionally adding some variance to animations by creating an array to call animations from Get node with a variable float controlling the array element number
Creating the Dinosaur AI and animation blueprints using 'blend poses' to seamlessly transition into animations
3D animator, Hard-surface modeler, Texture artist.
https://10219095.wixsite.com/kboddy