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Halfunction - Environment art

Halfunction was a wave bassed FPS created for a University group project "Beta Arcade". The team was made up of ten people, including both designers and artists, I was lead artist for the project and was responsible for environment and UI art.

Turbine asset, I based the design on existing engines for modern cargo ships with some visual flair added on to make the asset look more interesting.

Turbine asset, I based the design on existing engines for modern cargo ships with some visual flair added on to make the asset look more interesting.

Turbine textures (Roughness, Metal and AO maps were compressed into a single texture when used in-game).

Turbine textures (Roughness, Metal and AO maps were compressed into a single texture when used in-game).

Terminal asset used in-game to buy upgrades.

Terminal asset used in-game to buy upgrades.

Terminal textures (Roughness, Metal and AO maps were compressed into a single texture when used in-game).

Terminal textures (Roughness, Metal and AO maps were compressed into a single texture when used in-game).

The material used for the jets on the terminal.

The material used for the jets on the terminal.

Cargo container assets, three albedo variants were created to break up repetition.

Cargo container assets, three albedo variants were created to break up repetition.

Cargo textures (Roughness, Metal and AO maps were compressed into a single texture when used in-game).

Cargo textures (Roughness, Metal and AO maps were compressed into a single texture when used in-game).

Drone asset, nicknamed "Buddy-bot" was originally going to be central to the UI. It eventually proved ineffective and was cut.

Drone asset, nicknamed "Buddy-bot" was originally going to be central to the UI. It eventually proved ineffective and was cut.

Drone textures (Roughness, Metal and AO maps were compressed into a single texture when used in-game).

Drone textures (Roughness, Metal and AO maps were compressed into a single texture when used in-game).