ASSETS
Synthwave Drift
Within this section you will see my work and contribution to the assets that help build up the world and develop each player’s ‘Synthwave Drift’ experience. As Lead 3D Artist I was responsible for the design and creation of the work you see below, from concepting designs to then modelling them for use. Once complete I would then take each of these assets to help create and develop upon the environment the players would experience.
In addition to this I was also required to create several assets that would be solely used for promotional purposes. these assets often included logos or minor assets which would not be used within the game. From these assets, I would then produce several renders which the Zeroworks marketing team would then assess and use for whatever promotion they deemed fit.
Please have a scroll through to see the development of the assets, or press the button below to directly view the gallery.
Mountain Plain Assets
Synthwave Drift's First Environment Assets
Although the mountain plain was a rather basic environment, the model still required several minor assets which would truly represent that all important and much loved iconic synthwave style.
Once satisfied with the base of this build, I looked to model the road, as well as the iconic palm trees that are commonly seen within the synthwave genre. Once placed within the environment, alongside a few other props created, an aesthetic and vibe was achieved that the whole team was happy with.
This model was then taken by the game development team which had then used this as the original starting level environment for the game.
'Synthwave City' Assets
Synthwave Drift's second environment Asset - Buildings & structures
I was then assigned the creation of a second synthwave environment, this time being a city. Unlike the previous build, this environment would be filled by a much larger quantity and array of assets, due to its requirements to feel compact like an urban city.
After producing a base city layout that had been tested in game, I then went on to develop each asset into their own unique building, yet still tailoring to the synthwave style. I decided to include 5 main landmark buildings, surrounded by several basic building structures. With each landmark building being inspired / based off real famous landmarks, the hope of this city its to produce a familiar and nostalgic synthwave city which both the synthwave and gaming community would love.
Promotional Assets
Synthwave Drift's Promotional Material
I was also tasked on several occasions to create assets which would than be purely used for promotional use only. These assets often included logos or minor assets which would not be used within the game. From making these assets, I would then produce several renders which the Zeroworks marketing team would then assess and use for whatever promotion they deemed fit. These promotional campaigns includes renders (and assets) for the promotion of the Zeroworks Studio's Discord, as well as the modelling of the Zeroworks logo for usage in the future.
Gallery
'Synthwave Drift' Assets
Find below the complete collection of renders which present the 'Synthwave Drift' assets, displaying the final outcome and development of each asset.
"The second major task we gave Mitchell was to create the main environment for the game. For starters we were sure to have the environment include the iconic mountains and palm trees that are commonly seen in the Synthwave genre. The team collated some reference images for Mitchell and then he developed a piece that fit perfectly with our vision. His car and environment models impressed the team so much we decided to use it for a large portion of the marking material.”