PROJECT TERRA
This is a collection of the art created for Project Terra a video game created for my group's MAGD 488 Capstone project. Project Terra is a short game that demonstrates a PvE boss fight. The art shown here displays early character concept art, in-game animations and 3D models, and the unused boss character that was cut from the game due to time constraints.
Artists:
Key Animation, Concept Art, & Textures by Sara & Tessa Joyce | Models by Sara Joyce | UV Mapping by Austin Lange | Rigging by Nikkos Horaitis & Austin Lange | Motion Capture by Nikkos Horaitis, Sara & Tessa Joyce, and Austin Lange
Softwares Used: Procreate, Maya, Substance Painter
SPROUT
Concept Art & Turnarounds
By Sara Joyce
Sprout was inspired by a woodland spirit, such as a wood woad or dryad. To make it easier on the animators, we chose for him to be a tall humanoid, as our actor himself is a rather tall individual. He has a smooth body, and we left him without separate clothes, save for the suggestion of flaring armor to make modeling faster. To keep things simple for our riggers, we decided he would deform as though he had flesh, and gave him a static, mask-like face. We also decided to give him only three fingers, and to make the ranged attack we all wanted him to have simple to execute, gave him a cannon arm.
Despite these strange qualities, we wanted Sprout to remain unalarming and likable, hence the softer, neutral colors, round shapes, and a happy default expression.
Hover over the images to read a more in-depth breakdown of each one!
Animations
3D Model
Animations: Sara & Tessa Joyce, Austin Lange | Sprout's MoCap Actor: Austin Lange | MocCap Recording: Nikkos Horaitis & Prof. A. Bill Miller
All of Sprout’s finished animations plus the NPC’s idle animation, which was done before the NPC was cut from the game. Nikkos and our professor, A. Bill Miller, handled the motion capture data that our actor, Austin, performed. Nikkos, Tessa, Austin, and Sara collaboratively directed the performances, drawing on our various experiences with martial arts (Aikido, Tai Kawn Doh, and Muay Tai). His animations were cleaned and edited in Maya.
Model & Texture: Sara Joyce | UV Map: Austin Lange | Rigging: Nikkos Horaitis & Austin Lange
Sprout’s "low-poly," in-game model. Click on the slideshow or the button below to go to Sara’s Sketchfab page to view it!
The NPC
Concept Art, Turnarounds, & 3D Model
Concept Art & Turnarounds: Tessa Joyce
The NPC for our game, which was sadly cut due to lack of time and implementation problems into Unity. It is an elemental inhabited by a demon, whose presence has twisted and animated the natural rocks by its prison to serve as a mobile, powerful vessel. The NPC was inspired by golems and elementals, popular enemies in fantasy RPGs. The NPC’s designer, Tessa Joyce, threw in a few bull-like elements to play into its sturdy, brutish nature. Similar to Sprout, we kept things simple to save on time, relying on his patterning to convey his rocky body, and eliminated his legs and simplified his arms into two-jointed bludgeoning weapons.
Hover over each image to read a more in-depth breakdown of each one!
Model: Sara Joyce | UV Map: Austin Lange | Texture: Tessa Joyce | Rigging: Nikkos Horaitis & Austin Lange
The NPC’s model. Click on the slideshow or the button below to view it on Sara’s Sketchfab!