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Games Art Characters and More
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Games Art Characters and More

Amy Wozny
by AmyWozny on 29 May 2024 for Rookie Awards 2024

A collection of my recent projects including realistic, stylised, character, creature, lighting and environment.

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Shaffron and Concrete/Reformed Stone Statue

The shaffron and statue were created for a recent realism module on the Games Art Masters course I'm currently studying on.


For both, the aim was to create an object that was as realistic as possible, while also acceptable for use in a game. With this in mind, the items were treated as hero props, and given a reasonably high polycount and texture resolution each, however if needed in game, lower resolution LODs could be made.

Forest Lighting

Last year I created Pollyanna the dinosaur and Lynn, her rider. 

This year I present them again (in UE5), but now with a new environment and lighting setup inspired by the teak forest scene in Planet Earth 3. 

Since this was work on improving my lighting and composition skills, environment props were all sourced from the Megascans Library and Epic Marketplace.

Dread-bite

Dread-bite was created from concept to game ready creature as my entry to Search For A Star this year. The main feedback I recieved from this being to improve the presention, which I have been working on since.

11,307 polys
4x 2048x2048 texture maps

The fantasy species was inspired by a mixture of different animals.
Teeth: arboreal salamanders and fang toothed morays
Head: electric eels, and Chinese giant salamanders, with European eels inspiring it's four nostrils
Crest and fin: newts including the Great crested newt
Skin color: various newts including Emporer newts, blue ringed octopi, ribbon eels and electric eels
Scars were based on those on those found on whales, and lastly bombadier beetles were referenced for the tips of the poison ejectors.

The full artbook for the project can be downloaded here: https://pinktortoise.itch.io/dread-bite

Jasmine the Pokemon Trainer

Practice at stylised work; Jasmine was made based on a fan made concept, to fit with the art style of Pokemon Scarlet and Violet.


During this project I learned how to mix textures for a tiling fabric with the dress in the material, to be more efficient with texture map space.

PMaR Pet Rooms

The PMaR Pet Rooms were created as part of a research project, to determine the effect of the presence of pets in a game on players likeliness to play it. I created all the art (assets, layout and lighting) for the project, learning more about Unreal Engine along the way. 


As part of the artstyle, the majority of assets were textured using pixel palettes (a 9x9 pixel texture with different colour pixels) to optimise space used by texture maps, and reduce time spent unwrapping. By default, Unreal renders textures with anti-aliasing on, however for crisp colours, I learned how to disable the antialiasing for this workflow to be successful.

Taoist Monk

In this project, all assets were poly modelled and textures created using a blend of baked procedural textures and hand painting.

Made entirely in Blender, then presented in UE5.


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