Pub Brawl is a Quirky Party Brawler where players drink into intoxication and brawl it out. It takes place in bars Across Time and space for the best carousers to brawl in.

Programs Used: UE4, Maya 2016, Photoshop, Zbrush, Headus UV Layout, And Quixel 2.0

TRAILER AND SCREENSHOTS

My Role

My role on this project had me functioning as a Level Artist (for Saloon Bar), Environment Artist, Texture Artist, and Lighting Artist. While working with my team of incredibly talented members my role has me working with Elliot Moshell the Art Lead on bringing his artistic vision to life through modeling, UV texturing, engine material work and with lighting.

The Team

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Team members shown from left to right: Raed AlAmoudi (FX Artist), Ian Doyle (Sound Designer), Marheen Fatima (Environment Artist), Will Chu (Environment Artist), Nick Foranda (Gampeplay Lead/Programmer), Elliott Moshell (Art Lead) and I (Lead Environment Artist).
Not Pictured: Ben Esler (Project Lead/Programmer), Ava Bernacki (Programmer), Josh Evans (Environment Artist), Marisa Jean Angeli (Lead Character Artist)
Picture taken at SCAD's Entelechy award showcase.

Pub Brawl is a game that was made by a core group of 11 at the Savannah College of Art and Design. 

Comprised of programmers, and artists of many talents we worked off of each others skills to make this cool little thing.

 

Breakdown

Asset Creation

Working as an Environment artist and Lead artist on the Luchador Bar I created 3D Assets and textures that would be used throughout the game.

I painted the base textures for the with Quixel, Photoshop and xNormal.

I would work off of the concepts made by Elliot and other Concept artists and would work off to bring them to life in the game.

3d Models

Textures and Materials

As well as making base textures (including painted surfaces to be used by other artists, gameplay drink asset labels/textures/and materials and general model textures. Some models needed UV Layout and High poly revisions (like the Dragon Bar) so I would sculpt the details in zBrush. Afterward I would bake the highpoly down to the lowpoly and then I would create the texture in Quixel and Photoshop.

Misc Texture Work

Cloth Material

I created a cloth material to be instanced throughout the Valhalla level. It was created to be able to cheaply simulate Fur and Shag-like rugs as well as other basic cloth normal maps like wool. It used two main RGB textures that served as masks. One contained the designs that would be manipulated in instances while the other one contained information for creating the "fur".

Material Stats

Info Texture samplers: 5/16
Info Base pass shader with static lighting: 124 instructions
Info Base pass shader with only dynamic lighting: 92 instructions
Info Vertex shader: 34 instructions
 

Logo Work

I illustrated the logo that is used in the trailers and other branding of the game. I have a simplified version that I like as well