PartyPoopers is a chaotic couch party game for two to four players, about 4 roommates competing against eachother in throwing the raddest party ever. In this game, each player picks a genre for their party and gets their own themed corner in the livingroom. The succes of your party is decided by how many partygoers are in your area.
The players must battle for the ultimate party by claiming and stealing all the partygoers from eachother, using items that are dropped by the guests during the game, or manually throwing the partygoers around. Don’t let your party get too boring, or you will be eliminated. When your party is the most booming, the music of the game will switch to your choosen party genre. The Party goes on until sunrise (which is 5 minutes) and the player with the most partygoers in their area wins.
The theme’s as of now are Metal, Drum&bass, Hiphop, Jazz and Disco, each with their own unique character.
In this project I was the art lead, modelled the 3d characters and made some objects in the environment. As the art lead, I developed a style guide for the team to follow and ensured its consistent implementation. I achieved this through regular team meetings and providing feedback, including paint overs, as a means of guidance.
Donna is one of the characters that represents a music genre. She is really into disco and believes that it is the only genre worth liking and dancing to! Donna is known for her hyper and bubbly personality.
This is one of the the themed rooms of the game. There is a jazz, hiphop, rock, disco and a dnb room now. The other rooms are made by Mitchell Bekke.
We decided to use lazy texturing for all the objects in the environment. This approach allowed us to work and iterate faster on the colors. The level of detail it provided was sufficient for the intended goal and style of our game.
In the first version, I created a room featuring various elements of the characters and game-related items. To make the poster appear more dynamic, I positioned the characters in action. Specifically, I wanted the rock character to throw the NPC towards the viewer, placing the NPC closer to the camera than the rock character. This approach ensured that the poster didn't appear flat. Additionally, the poster aimed to convey the essence of the game, which revolves around throwing party people and having a good time.
In the second version, the NPC is looking towards the rock character, ensuring that your attention remains within the poster. I also aimed to provide an example of how the background could have less saturation, which could be further adjusted through overpainting. Additionally, I made the two characters more prominent and strategically replaced or repositioned some items for better visual impact.
In the third version, the camera is positioned above the characters to create a more dynamic sensation. To achieve this, I had to make a few adjustments to ensure better balance within the picture. Furthermore, I made the NPC gaze directly at the viewer, emphasizing its role as the main character.
After rendering Valery Huisman did the overpaint for this poster.
As the art lead for the team behind Party Pooperz, I created an art style guide and ensured that we woudl stick to its rules. Our guide included several key words that served as reminders of our desired style and provided references. The most important keywords were "cute," "happy," "edgy," "energetic," and "fresh." This game is a work in progress so some elements of the style guide are not yet accomplished, but most of it is. We are currently focused on improving the readability of the characters against the chaotic background. The shapes of the characters have proven to be effective, as they allow for easy differentiation between characters and NPCs, even for those with color blindness.
Side note: the moveable objects are not yet or will not be in the game.
I made the project, Chocolate Horse, together with Hendrik Walther, Daan Gijzen and Bauke Moerman. It was a videomapping project on the old chocolate factory, Ringers. The story that we projected is about the new people that are going to live there. In the projection you see the people living there and memories of the old time at the factory are projected. I did all the 3D modelling in this project.
Chocolate Horse: 1:14
These are the various types of rooms that I created. Each room has its own unique story and is associated with different genres of music. For example, one room is the childrens room with flyers that in the past you could collect at the chocolate factory. These flyers start a memory about the factory. The characters in these rooms were designed to be colorful and simplistic.
We conducted tests in advance to assess how it would appear. The plan was to have the windows closed, but unfortunately, due to a communication error, this was not implemented as intended.
For the game Push your Family I made some environments
I made some camera's and a tv to fill up the space and to theme this game mode.
For this new game mode I made the hurdles, arena and fake ads.
From blockout
To final environment
In game screen shot
The first trophy I made was for soccor, then discus throw and the last one is hurdles
One of the game modes had a fishing village in the background and I wanted to make a different version with different kind of props. First I inspected the original environment and sketched some new ideas for the props. Then I turned these designs to 3D props in blender. Here are the results.
For a game mode, I had the idea of incorporating a shark that would randomly attack players, adding a challenging and surprising element to the gameplay.
First I modelled the shark. The first one is my first version and the second one is the final version
After I modelled the shark I rigged the shark and animated the swimming and the jumping in Blender
When I had the model and the animations it was time to put the shark in Unity. I animated the path in Unity, put some particles around his fin while he was swimming and made a splash when he would land in the water.
Made this render together with Steven Vis for their new game "Puppet Master".
Making some underwater plants in Blender
This is a character I made for the game Push your Family.
I made this board to decide how I wanted the next character to look like. I compared it to the other characters and looked at streetwear in South Korea, Japan and China. We wanted to make an East Asian character, because the family had to be really diverse to make it more fun.
I tried different kind of hair styles and clothing.
I textured this character by hand to make it in the style of the other characters. The whole workflow is done in Blender.
The characters needed different outfits. They needed to look like they meant business.
In the game you can collect different kind of hats to put on. The hats also belonged to different kind of game maps. The corona hat was for the quarentine level for example.
I used this method to make color the hats in the game. It is very quick, because you don't have to do a clean uv-unwrap.
Olivia is a character from Push you Family. I wanted to make a more realistic version by sculpting and different materials
This character is made for the game "Memories". The game is about a boy and his friends who lost their memories because of an angry wizard that is stealing them. They have to search for him to get there memories back. It's a game I'm making with six other people. Three developers, three artists and a story writer. The game is a applied game made for children between eight and twelve. We learn children social skills by playing this game. The character meets friends and has to empathize with them so you can go further in the game. You also have a spirit friend who gives you feedback on what you are doing.
Ryn is running through the forest in this game to get to know the story.
Showing the wireframe in Blender.
We wanted to make our game low poly, because we are with a small team and you need to be able to play it on a pc. The low poly style is also very nice to look at and you can be very creative with it. The environment has a purple glow and magical lights. The character has to be cute and approachable for children.
Final concept art by Milou Baars. I made the concept art with the black background.
What games I really like are race games or where you can cross through an environment with your vehicle. Examples of games like that are Mario Kart and GTA V. With that in mind I wanted to make my own carz and design them. Here is the result.
Drawing what I had in my mind. First ideas.
Learning Blender - This is from a tutorial (CG Fast Track)
Making some rocks and rendering it.
This game is based on the games from 'Tomb Raider with main character being Lara Croft. In this game you are also playing Lara Croft who lost her team mates on a research trip to the past. They traveled into the Anglo Saxon period (410 to 1066 AC) with the 'time travel cup'. They wanted to visit a castle because of the stone of power that was made in that castle in that time. The stone could be used to provide the entire planet of electricity forever.
These videos are about the playthrough and FPS. The game is made in Unreal.
I got my inspiration from the game portal 2.
Stap 1: You go inside and see a orange portal behind you
Stap 2: You can open portal one by using button one and can go into room one by using the orange portal
Stap 3: You can also open portal two by using button two and go into room two
Stap 4: Take the box in room two with you to room one and place it on the platform. The exit is now open.
Stap 5: Use portal three to go to the room with the exit and go through the exit.
For my version I took out the use of portals and wanted to use a stone with anglo saxon patterns that are common in the time of the anglo saxons. The stone is used to open two gates. Also the box in the portal game is replaced by a cross and the platform is replaced with another anglo saxon pattern.
The dungeon has to be dark and with glowing blue lights. there have to be dungeon elements like wood, stones and old stuff.
Making the cross optimal without destroying it.
After some changes the light complexity is low. Blue is very good en red is bad.
Wanted to make it clean so eventually you can work faster.
The balcony is made when we were in full lock down because of Covid. We used it a lot because of that.
This balcony is a balcony is my own and in real life very boring. I wanted visualize how it can be when I would pimp it.
Texturing a tree in substance painter.
Wireframe made visible in Maya.
This library is magical. When you click on the book with glowing letters every book is glowing.
This is a library with no exit and where you can get lost inside these books.
Wireframe made visible in Maya.
Texturing inside Substance Painter
In this game you fight to each other with two teams (purple and red). You can also collect things to upgrade your ship and become a better captain.
Choosing your character
Information about your character and possibilities to upgrade.
My Character inside the world of NinoKuni
Hat - Front
Hat - Backside
UV
Making a plan. Also did drew differents sides of this hat.
Emotions in images