STELLORE is an independent project I started with the goal of completing something.
It is a game about rockets, asteroid mining, exploring the great vastness of space, and being in debt.
The Beta for STELLORE appeared on Android Police’s “12 Best New Android Games…” list for the first week of January!
The game was made in Unity with most of the programming being done using Playmaker (visual scripting). Additional programs used were Maya, Photoshop, and Illustrator.
The concept is inspired by classic arcade space games such as “Asteroid” and “Sinistar” and by 1950s and 60s era space age retro-futurism. I wanted to become more self-reliant with my game development endeavors so I challenged myself to work on as much of this game as possible by myself. In the end I created everything except the sound design and music.
I started the project in late October 2018 (Oct. 28th to be exact but hey who’s counting?) and have recently released (12.20.18) an open access beta for it on the Google Play store, so if you want to play it and have an android device, please go check it out!
Promo video for STELLORE
This modular low-poly city will be used for an upcoming mobile game. The assets are optimized for mobile, with the lighting in these screenshots being baked in Unity. The textures are a mix of stylized hand-painted and sprites are also used as decals.
Programs used: Photoshop, Maya, Unity
Modular Pieces
Check out the process art blogs HERE
Mobile game worked on with Autoclave Visions LLC
Role: Art Lead
Generated nearly all 3D art, 2D art, graphic design, promotional art, and concept art for the game.
Directed contractors to generate quality assets that adhere to look and feel of game.
Developed in Unity, assets created using Maya and Photoshop.
This environment is based off of a section of the Oatland Island Wildlife Center in Savannah, GA. This scene mixes sci-fi with real world influence and reference.
Screenshots rendered in UE4.
This environment showcases an accurately crafted A-10 Thunderbolt in an underground hangar environment. The story behind this environment is that it is a hideout and refueling station for humans living in a post-apocalyptic world.
All assets were modeled in Maya and rendered in UE4. Texturing was done using Photoshop.
Environment rendered in Unreal Engine 4 and created using Maya and Photoshop, based on the beautiful work of Lee Madgwick
Created with PBR materials with stylized realism in mind. This environment is very modular with many of the assets being reused throughout the scene.
Finished environment is around 32k triangles.
Stylized vehicle model of a 1979 Winnebago Brave. Done in Maya, rendered in Keyshot.
Here are some screenshots of the vehicle's exterior, rendered in Keyshot. Although given a stylived look the details are still true to its real world counterpart.