Forest Golem – Art and Animation

This is my forest golem project used for a business card. The result of the character was fully tracked and able to view via an AR code, image below provided. I have also included a link to the sketchfab version of the model to get a good look at the scene. Feel free to scan the image, using the Zappar App on the Android or App store to see the finished results! The process on creating this end product, meant learning the Zapworks Studio software which is used to create the augmented content.

Concept – Originally to be used for a games competition, it was to be a big creature for a top down tactical game with the style of a medieval golem. I like the idea of this big, heavy, forest creature being able to smash up rocks and roams about the jungle as guardian of the forest.

The game didn’t end up making it past the concept stage however I still had strong ambitions for this character so I wanted to make it. Throughout the development process several things had changed to help develop this character’s story. Its features were mainly designed around the sheer bulk and force combined with a cape (originally a forest green style but developed later into a contrast colour) to resemble belonging once to some sort of tribe or community. Its other feature was that of a series of wrist blades which it could use as a weapon, perhaps in combat or in hunting.

Scan code/track: using the Zappar App.

Glow Games Studio: Dungeons and Robots – Art and Animation

“Dungeons & Robots is an Online Action Shooter RPG, where players team up to battle various enemies, collect resources and dominate territories. Features include, fast-paced combat; elaborate crafting and inventory system; customisable characters, weapons, armour, powers and skills; procedurally generated environments and items; solo missions, 1-4 player co-op, and guilds. Explore these futuristic dungeons to fight, conquer and dominate.” – Glow Games Studio

DNR’s dark ascetics, beautiful lighting, and mass customisation defines the game through and through. Along with the fun multiplayer modes, hundreds of weapons to choose from, its a project that I can say I was truly proud to be apart of.

Roles and responsibilities: Originally as the animator for the team I spent most of the early months all the way up until the Steam early access creating all the animations within the game, ranging from the players avatar to the enemies that roam around the dungeon. After this period came a time where we needed to create new levels, so I swapped over to creating environment assets and level design features. This can all be see in action in the trailer below.