Awarded Best Game at the 2024 Griffith 24 Hour Game Jam, Swallowed In A Mountain is about exploding into houses to collect people to sacrifice. Maintain momentum with timing and judgement, IT’S getting hungry and wants to be fed.
Created by our team of 3 in 24 hours, Swallowed In A Mountain was created to follow 3 themes; old gods, it takes a village, and can't be contained.
I was the 3D and Shader Artist for this project, as well as level designer.
As this was a game jam the assets had to be built in parallel with the character controller, meaning I could not build assets specific to the gameplay. To solve this I created a series of modular pieces that could be arranged to build the houses and roads. This meant I could design the look of the spaces without being stuck to a layout that may later conflict with gameplay.
These same strategies were used for the player character, initially modelling and UV unwrapping them so that our animator could work on the characters movement while I textured.
Goblin Feeding Gelatinous Cube
A piece modelled in Blender and textured in Substance Painter.
Based off of a concept by gumshoegumshoe.
A low poly environment created and rendered in Maya.
Prototype of a PSX horror game currently in development. A focus of this project is immersion as it will help to enhance the horror of the experience.
Because of this I created this diegetic UI system that follows the players actions, using animated 2D sprites and 2D softbodies.
Another element of this project has bugs crawling on the environment and player.
The logic for the bug movement allows them to move along any surface, rotating their position to match the normal of the face they are on.
They can also be called to move to one point, triggered in the gameplay by dropping crumbs when eating.