Tag: Real-Time
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Chicken Nuggets Demo
Chicken Nuggets is Double M Digital Inc.’s fist published game coming to steam in 2023!An adorable farm yard adventure with classic roll a ball mechanics that harken back to games like Super Monkey Ball.
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Lightsaber Suspended
The saber in full detail. The saber glows in the face of advancing imperial forces. Luke’s saber hilt, screen accurate down to the oil and dirt on the handle. A peaceful town in the outer rim. The saber evaporates the ground water as it slices through the mud and muck. The courtyard is deserted before…
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LIDAR Automotive 2020
Cutlas Supreme Brougham ’87 Chevy 305 engine by MattMurch on Sketchfab Oldsmobile Engine VW Tires – Summer and Snow by MattMurch on Sketchfab VW Tires Tire Well by MattMurch on Sketchfab Wheel Well A collection of automotive parts I scanned on an iPhone 12 Pro Max in 2019-2020, these are all suitable for backgrounds in…
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LIDAR Rocks Collection 2020
Yard Rock 07 by MattMurch on Sketchfab Yard Stone 08 by MattMurch on Sketchfab Yard Rock 04 by MattMurch on Sketchfab Yard Rock 03 by MattMurch on Sketchfab Yard Rock 01 by MattMurch on Sketchfab Yard Rock 05 by MattMurch on Sketchfab Yard Rock 05 by MattMurch on Sketchfab Yard Rock 06 by MattMurch on…
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Chicken Nuggets: Pre-Alpha Trailer
A Nugget Pushing an obstacle The Chicken Nuggets Farm A Nugget going through a physics gate Chicken Nuggets level completion Tutorial level in Chicken Nuggets A late game Chicken Nuggets level Environmental hazards are a big part of Chicken Nuggets gameplay Platforming in Chicken Nuggets Taking a leap of faith in Chicken Nuggets Cn early…
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Chicken Nuggets: Pre-Alpha Levels
Chicken Nuggets uses may worlds and looks to tell a visual story. Some levels in Chicken Nuggets are full of environmental interactions and hazards. Some levels in Chicken Nuggets focus on technical challenges. Chicken Nuggets is Double M Digital Inc.’s fist published game coming to steam in 2022!An adorable farm yard adventure with classic roll…
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The last refuge ~ Blender 3.0 Cycles X
The last refuge for the survivors, if they make it on time. Blenders amazing adaptive subdivision (tessellation) meant this screen was super simple to direct and manage while giving me full creative control through procedural texturing. A scene I modeled to put Cycles X through its passes! Imagined as an old cave tunnel that has…
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Tantive IV: Modular Hallway
The full Tantive IV Corridor form a new hope, screen accurate. The airlock and screen accurate wall layout. The hallway broken down into it’s component parts The full Modular Hallway Kit A screen accurate and VR ready Tantive 4 modular kit! I designed it to seamlessly work for all use cases from VR games to…
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Alternate Realities Pwnisher Challenge
The full ‘cinematic cut’ of my Alternate Reality The hover dolly doing it’s thing, beatup, old, but still reliable Hover Dolly by MattMurch on Sketchfab The hover dolly was one of the biggest focuses in preparing for the competition. I wanted to creat a wholly original design that felt like an antique. Alternate Realities Challenge…
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Hollow-belly Cargo Ship (Realtime)
The Praclarush, a hollow belly cargo ship, in orbit around Neptune. The design is meant to be highly functional, large cargo space, high visibility for the bridge, powerful thrusters, and lower engines to control hovering and orbit. With these design goals defined, the ship takes a strong, grounded shape. The volumetric lighting in Eevee really…
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Modbox: Town Prop Hunt
One of the levels I was tasked with designing from scratch, the town is a fun prop hunt challenge with multiple unique zones and a bright aesthetic.
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Modbox: Drone Defense
Defend the ruined mining outpost from waves of drone attackers. This level has fantastic hiding holes, sniper positions, and enough unique paths to keep you on your toes. Plus a ruined space-industrial aesthetic with ship crashes, lunar pipelines, and vegetation labs. This is another level based on initial designs by Lee Vermeulen. I kept the…
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Gunhead: Bridge Characters
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Gunhead: Arachnix Egg
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Gunhead: Drone
A close up of the drone’s armament. The drone deployed in space for visibility testing Early concept for an asymmetrical wing configuration The final concept that we moved forward with The rear ammo box and propulsion of the drone The drone deployed in profile for look devWhile at Alientrap I was tasked with bringing the…
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Gunhead: Boss Trophy Case and Skulls
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Gunhead: Airlock
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SGC Gateroom Battlemap
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Lightsaber Suspended (WIP)
A study in environmental complexity: Steam form evaporation, melting from blade heat, fog rolling in, and vegetaion at all scales. The saber cuting through the ground. Not much can stop a light saber. The oppression of the Sith marches on, Who will save this town? The courtyard was fully detailed with vertext splatting used to…
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Corner Gas DND Map
How I build up my DND maps with 3D to get a cinematic look, and keep playability metrics.Roles: Design, Modelling, Texturing, Lighting, Post Processing
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Medieval House Tiles
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FuryStar Mk2 Fighter
The Fury Star was designed for leveling: weapons and maneuverability can be built up with modular parts. Tris: 13,246 Varriations textured to look as menacing as possible.
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BC-304 (WIP) 2021 Update
The bridge of the BC-304 Realtime battle cinematic in Unity Rendered lighting test Multiple views of the BC-304 HMS Hadfield 3/4 view Greeble and details on the model Greeble close up Rear silhouette Roles: Modeling, Lighting, Texturing, Look Dev, Research The goal is to match, end eventually exceed the level of detail shown on the…
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Terrorarium: Cinematic Props
The syringe used to ‘evolve’ parts of the narrative. The collection of custom made props used in the Terrorarium cutscenes. For each prop there where specific interactions and perspectives I designed for. My main metric was the Moogu size, since they where always sneaking or begin placed into these props. Each prop was drawn out,…
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Terrorarium: Moogu Cave
The cave has a mysterious past. Some of these skeletons will become familiar though the game, others will remains mysteries. The cave when the player is first introduced. Part of the cave narrative relied on mystery and obfuscation. I used a mix of detail scales and visual effects to play into that uncertainty. Roles: Environment…
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Terrorarium: Pre-Rendered Cinematics
Roles: Cinematographer, Director, Editor, Environment Artist, Texture Artist, Animator, Look Developer, Concept Artist I was brought on by Stitch Media to create all of the Terrorarium pre-rendered cinematics. That meant working from the original narrative scripts and building everything from scratch. I created storyboards, modeled the required environments, created new shaders, textures, animations, and choreographed…
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Modbox 2.0 trailer
Some work form our recent Modbox 2.0 update. I recorded a few of the gameplay clips for the trailer.
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Terrorarium – Early Access Trailer
Roles: Cinematographer, Environment Artist, Texture Artist, Animator, Lighting, Concept Artist, Choreographer I was brought in to build and shoot the Terrorarium early access trailer. I was brought in to sequence timelines and build up dynamic shots with Cinemachine. Working closely with their lead artist I built new sets, designed some real time visual effects, and…
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Interior Mapping Shader
A realistic scene demonstrating the immersive value of interior mapping. A demo showcasing the interior illumination and glass refraction built into the shader. Roles: Shader Artist, Technical Artist The shader features a cubemap based interior renderer, using standard PBR textures you can render 1000s of windows on one face at almost no cost. I based…
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AAP-003 – Vissualization
Roles: Environment Artist, Modeler, Animator, Choreographer, Cinematographer Created in unity for realtime, in engine rendering. The goal was to embrace the new cinematic tools that Unity has developed and build an amazing game environment.I generated/modelled and animated each ship, modelled the all environment assets (expert the rocks). All characters where created by me in FUSE.
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Terraformers: Space Command
For each model, I would sculpt a high poly in Blender, then bake and paint in Substance Painter.We wanted a vibrant living world for the player to battle on. Spicea Flos Mortem (Mobile Freindly) by MattMurch on Sketchfab Spicea Flos Mortem (High Poly Bake) by MattMurch on Sketchfab For each model, I would sculpt a…
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Terraformers: Space Command – Release Trailer
A spider mech takes on the slime The tri-station passes by the Terraformers logo The tri-station watches over the battleground. Aliens on the move. The tri-station passes by the Terraformers logo. Aliens attack the resource extractor. The tri-station passes by the Terraformers logo. A sniper mech and hover mech stand guard. Roles: Cinematographer, Technical Artist,…
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Petra Monastery Investigative Camp
The ‘front yard’ of the runis. Petra Bench (Ubisoft NXT 2017) The approach to the ruins. Trash Bin (Ubisoft NXT 2017) Russian Laptop. Soviet portable desk Roles: Environment Artist, Modeler, Texture Artist The temple is based on several structures in Petra, Jordan, where a cold war soviet submarine appeared over-night. This monastery is basecamp for…