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Reaver

(Void Arts)

Role: Art Lead                                         Team Size: 14                                         Engine: Unreal                                      Time: 4 Months

 

Reaver is a third person action brawler. In a dystopian far future, the Yellow Skulls gang has taken over the Steiger Consolidated Arms facility with their overwhelming numbers. Their plan: to use it  to conquer the city of Black Ridge. Take on the role of Reaver, an experimental and highly powerful cyber suit tasked with a simple mission. Search and destroy. Players fight through hordes of enemies with melee and ranged combat assisted by a jet pack for high mobility. Weapons in Reaver have limited ammo and durability which players must manage as they engage the Yellow Skulls overwhelming numbers. As players fight they build up fury they build up fury to unleash when needed to more efficiently dispatch their foes and when the Reaver is low on health, executing enemies quickly replenish its health, allowing it to keep fighting.

Responsibilities

  • Oversaw asset creation and implementation in the project

  • Create player and enemy models

  • Skin rigged models

  • Create miscellaneous environmental assets including doors, stairs, tiles, etc.

  • Create the Reactor environment

  • Apply and create materials for individual assets.

  • Provide art direction to team members

  • Ensure assets are efficient before being implemented in-engine and check/fix colliders

  • Create 3D logo of logo sketch

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Skills Acquired/Improved

  • Greater knowledge of Unreal interface and tools

  • Concave custom collider creation

  • Creating efficient skeletons

  • Improved understanding of skinning

  • Improved communication skills

  • Improved documentation and team management skills

  • Human IK animation porting from other models/motion capture

  • How to create pipeline-style documents for others to use and learn from

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Challenges Overcome

  • Training team members to improve their skills/workflow

  • Overseeing members to create a consistent art style

  • Learning workflow for the cel-shading art style

  • Skinning an organic model that has hard-surface armor

© 2019 by Michael Fiorello

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