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gAME DEVELOPMENT PORTFOLIO

JORDAN SMEE

Want to get into contact with me?: 

Mobile: 07415599219

Email: jordansmees@gmail.com

Twitter: @MrAtomicMC

Environment Artist

Description

Pelopennese 431 is a VR Narrative driven environment set in the Pelopennesian War Era of Ancient Greece (431 BC - 404 BC), The aim for this project is to create an environment at industry standards with a subtle subjective narrative that can be interpreted in different ways giving players a semi unique experience after each playthrough.

Responsibilites

I am responsible for all aspects of my project, a breakdown is below.

  • Low and high poly modelling for all 3D assets, alongside UV unwrapping and texturing.

  • Designing a modular build kit, to help create a variety of modular buildings.

  • Material authoring and development using Substance Designer and Substance Painter

  • Baked Lighting set-up and development

  • Sound and Music design

  • VR programming

  • Story writing and designing

  • Environment Art and Design

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Pelopennese 431 DEVELOPMENT

Trying to reach the professional standard with my FMP

Description

Paradigm is a third person survival horror/adventure game inspired by the likes of Bioshock and Amnesia: The Dark Descent. The game is set several hundred years after a cataclysmic event that drives humanity under and... underwater. You play as PROTA a maintenance bot who reactivates after deactivating for reasons unknown, alongside your companion RUDI. You explore the broken underwater vault city of Eden and try to find out what happened to you and the once beautiful city.

Responsibilites

I was responsible for all aspects of my project, a breakdown is below.

  • Low and High poly asset modelling, uv unwrapping and texturing in Substance Painter

  • Material Creation and authoring through the use of Substance Designer, GIMP 2.10, Photoshop and Substance B2M. B2M assets were modified in GIMP 2.10 and Photoshop dependant.

  • Unity scripting for interactables like the doors.

  • Realtime Lighting  setup and Post-Processing

  • Character creation, rigging and animating for use within Unity

  • Unity shader creation

  • UI/UX creation and implementation

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PARADIGM DEVELOPMENT

From rushed year 1 project to paper sketches to in-game level

Stylized Staffs

Anastsya Zelenova Concept Art

The stylized staffs were done as an exercise and learning opportunity to do with stylized workflows and production. I'd done hints of stylized work but I'd never heavily focused on specifically stylized work. The staffs are based off of a concept by Anastasya Zelenova, I really liked the concept, mainly because I'm a massive fan of mages and the arcane within video games but also because they were diverse enough where the staff wouldn't end up being the same process the whole way through. The staff themselves were created, uv'ed and textured ready for in-game use within two days.

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