City of Heroes Project (PC)
This MMO game is 8+ years old with all the limitations of an aging engine. Max texture size for character parts is 512x512 (average is 256). Character polygon count needs to be around 3-5000 (the lower the better). Number of bones assigned to a mesh can only be 14 or 15 which is why characters in the game don't have fingers. However, despite all the limitations, the engine did get some much needed updates such as introduction of normal maps, shaders, realtime/dynamic reflections, etc. It was a challenging project but also a satisfying experience for many of us. Challenging in the sense that given all the limitations, we all tried to deliver the highest quality content possible. And satisfying in that our work can be seen/used by players much sooner than console developers can.
Most costume/enemy designs were handled by the concept artists. On rare occasions I will get to use my own designs. Player costumes needed to conform to existing body types and shapes so the new costume pieces can be compatible with the old ones. It was challenging for both concept and character artists to minimize clipping issues and maximize interchangeability.
And now in chronological order from oldest to newest, here are some of my work on the CoH project:
Most costume/enemy designs were handled by the concept artists. On rare occasions I will get to use my own designs. Player costumes needed to conform to existing body types and shapes so the new costume pieces can be compatible with the old ones. It was challenging for both concept and character artists to minimize clipping issues and maximize interchangeability.
And now in chronological order from oldest to newest, here are some of my work on the CoH project:
Art Test
Here's my art test which got me the job at Paragon Studios. The theme is queen bee. There aren't too many restrictions put on this test as it is a way to showcase my next-gen techniques and execution. The idea behind her is that she has mental powers to control people like drones as well as the technological enhancements to make her fly extremely fast in short bursts. The large metal skirt acts as air brakes to reduce her speed in a timely manner. Initially, I was going to give her long, flowing hair but realized that's not gonna work realistically since it'll get tangled up and even burned by the wing's exhausts.