PROPS
Synthwave Drift
Within this section you will see my work and contribution to the props players would use or come up against within the ‘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 further modelling them for use.
Due to my knowledge in texturing and rendering within Maya, I was responsible for the texturing of the majority of props (especially the car models) for both gaming and promotional purpose. This saw me take many of our other modellers assets to adjust and texture suitably to fit our synthwave aesthetic. (Other contributions will be credited alongside the work seen below)
Please have a scroll through to see the development of props such as the 'Takumi' and the 'Falcon', or press the button below to directly view the gallery.
The 'Takumi'
Synthwave Drift's first car
- Inspired by the Toyota AE86
As the main focus of the game for the player is the car, we decided very early on that the starting car in the game was to be inspired by the iconic Toyota AE86. However, we did not want it to be a highly detailed model of the car as we did not want it to affect the performance of the game. We decided to go for a lower poly style of design for the cars. Once this brief was given to me, I wasted no time making sure the car fitted these two main criteria. The team was extremely pleased with the results and has decided to use the model for a lot of the marketing material.
The 'Falcon'
Synthwave Drift's second car
- Inspired by the Dome Zero
After being voted a community favorite in a poll offered to those interested in our game (from the Zeroworks Discord, Instagram and twitter), I was tasked with taking the iconic 'Dome Zero' car and modelling it fit for both game and promotional purpose. Following a very similar brief to the one given for the Takumi (Toyota AE86), The Falcon was produced!
Obstacles & Power Ups
Synthwave Drift's minor props
Alongside the main props, I was also required to produce several minor assets which the player would also interact with. These minor props include obstacles the players will be facing, as well as smaller pick up models for power ups.
Other Contributions
- Texturing Props
- Lighting, Comping and then Rendering Promotional Material
Due to my knowledge in texturing and rendering within Maya, I was responsible for the texturing of the majority of props (especially the car models) for both game and promotion purpose. This saw me take many of our other modellers assets to adjust and texture suitably to fit our synthwave aesthetic, as well as to bring a cohesive look and feel to our game. From such models I then produced high-quality renders which where then used for a large sum of the promotion of 'Synthwave Drift' by the marketing team.
The images below show the final outcome for a model produced by one of the other Zeroworks members (Jamie Blacknell), inspired by the BMW M1, named the ‘Paragon’. I am solely for the texturing of this model, as well as the lighting, comping and then rendering of the images you now see.
Full Credit to Jamie Blacknell (https://www.instagram.com/jamie.blacknell_art/)
For the Modelling of the ‘Paragon’ (Car you see Above)
Gallery
'Synthwave Drift' Props
Below is the complete collection of renders which present the 'Synthwave Drift' props, showing the final outcome and development of each of the props.
“The main focus of the game for the player is the car. However, we did not want it to be a highly detailed model of the car as we did not want it to affect the performance of the game. We decided to go for a lower poly style of design for the cars. Once this brief was given to our lead modeller he wasted no time in making sure the car fits the two main criteria. The team was extremely pleased with the results and has decided to use the model for a lot of the marketing material.”