What is it?

Clockwork Sword is a Steampunk themed hack and slash where as you progress you unlock new and interesting weapon customization. In this game you progress through several areas styled around 2 main styles, before encountering a boss with 3 unique phases.

How I Contributed:

I contributed by taking several enemies from a piece of concept art to a game ready textured 3D models, as well as designing and creating the art of background building with several texture variations, and creating several gear textures.

Enemy Characters

Airship Mini boss

Airship

Tesla

Grunt

One of my final tasks for this project was creating some buildings that could be scattered outside the map so that the world would not feel as empty. Since the game has a camera locked to high above the player, and since these would only be on the edges of the screen, small details were not as much of a concern as unique silhouettes and different color schemes.

Background Buildings

I was also tasked with creating basic metal wear patterns for 9 gears. At this time in production the designers did not have a clear idea of which gears would buff what stats, so I was tasked with creating general metal wear patterns so they could easily switch the color in engine without needing a new texture for each alteration.

Gear Textures

What I Learned:

I believe this project helped me grow as a Game Artist in 3 main ways:

  1. Further developed my ability to UV unwrap

    Although I already had the knowledge of how to UV unwrap, needing to do it for seven complex character models, as well as needing to do it to help fix another artists mistake for 9 models, really made sure I could consistently handle that side of 3D modeling.

  2. Built up my knowledge of how to modify substance painter materials to fit the needs of a model

    Prior to this project the most I had used substance painter for was painting basic texture information onto a model. However, over the course of the project I became especially familiar with going through and editing a smart material so that they would properly fit the scale and curvature of a model. This gave me a good understanding of how different values and layer modifiers can affect a texture, as well as how to edit them to a so that they are correctly proportioned to a 3D model.

  3. Trained my ability to create and modify a model and texture based on external feedback

    This was my first long term project where I was tasked with creating art where I was not the sole vision holder for how it should look. As such this helped me learn how take notes on important details a lead wanted for parts of the model or texture while only having their verbal descriptions of what they expect for everything from initial creation to future revisions.