Friday, August 29, 2025

Week 2: Dracula Silhouettes

For our Common Art class, we were tasked with creating a series of concepts for a reimagining of Dracula in the style of Arcane. We decided as a team that we wanted to do a murder mystery, where the player character Johnathan Harker is an investigative journalist who was tasked lo into the mysterious disappearances in a small town; a case that nobody else wanted to take. From the get go, we began talking about story and setting in order to set the mood for the project as a whole, and we went with Victorian era aesthetics mixed with 1920s-1930s Art Deco and Art Nouveau influences (in line with Arcane's Art Deco influences.














Our Dracula was to be a wealthy baron of a run down town, where the wealth gap was very apparent. For his character design, I wanted to focus on the overall shape of his silhouette, emphasizing triangles and sharp edges. I wanted his design to feel flagrantly wealthy with an air of danger. I pulled a lot of influences from gothic Victorian period clothing.


Here is the perforce upload as well. 


Tuesday, August 26, 2025

Week 01: War Hammer

For our first 3D assignment, I decided to sculpt a war hammer from a piece of Darksiders 2 concept art that I found while searching for references. I initially went into this assignment thinking that we would be allowed to pull from multiple references and create something completely new. Coming from a concept art background, I was more than ready to design some overly elaborate gothic-punk war hammer with chains and spikes and everything. Now I'm kind of glad I didn't. I think I learned a lot more from this than I would have if I concepted my own piece, and I definitely understand the relationship between concept artists and 3D modelers better after all this. 


I started off with a blocked out model in Maya, where I separated the hammer into several small pieces. This part took the longest and looking back, I would have definitely done things a bit differently. There were a couple of pieces that I could have broken down further, and some steps that I could have skipped entirely, but hey, it was a learning experience. 


I then brought the blocked out model into ZBrush, and began whittling away at the details. It took a bit of time getting re-familiarized with ZBrush, but I think for the scope of this project, I'm pretty happy with the results. Woohoo!




Week 03: Modular Environment Refinement

Boolean Cuts   Creating Emissive Material Simple Rotation Blueprint Level Blueprint Character Movement Full Screenshots Perforce