3D Environment Assets for CityVille 2 and Big Huge Games

3D Assets for CityVille 2

cv2_screen_1a

cv2_screen_1b

In addition to creating 3D assets, I built worlds for screenshots and NPC maps. Here’s a screenshot I put together for marketing.

city_screen_024

city_screen_024b

Another screenshot I put together showing the day/night cycle. You might be surprised to learn how much XML/code hackery I needed to use to get a camera with such a drastically different Field of View than the default.

Gingerbread House and Gift Shop models

cityville2_holiday

A closer look at a couple really fun buildings I made for CityVille 2: the gingerbread house and the gift shop. From working on a game with such tight polygon constraints, I learned how to use every square pixel of UV space for textures, how to budget tris, how to create textures with consistent UV density between assets, and how to balance low poly with texture space.

Performing Arts building

performing_arts

Any example of an asset we received from contractors that I cleaned up. I optimized the geometry, then reUVed and retextured it. I’m really happy with how the emissive came out, as I was experimenting with something very colorful and reminiscent of a modern performance hall.

Rome district buildings: Pantheon and Roman Forum

romedistrict_buildings

Big Huge Games

Here are some assets I textured during my internship at Big Huge Games. The project eventually shipped as Kingdoms of Amalur: Reckoning. All assets copyright THQ.

Fruit Stand texturing

carpetsfruit

Building texturing

hotplace

Texture sheets

Trim and roof texture

stonetrim roofconstruction

Fruit stand texture

stallconstruction

Carpet texture

carpets

The Internship at Big Huge Games

I interned at BHG during my Senior Year of college at UMBC. I learned a lot about game development through the internship. Neal Jany was my mentor, teaching me how to use Photoshop and CrazyBump to quickly produce an array of maps (normal, spec, etc) and how to get stuff into the proprietary game engine. I gained experience working on both the city and outdoor environment teams, primarily texturing buildings, props, and terrain. I enjoyed working on a project with such a beautiful, painterly style, which eventually released as Kingdoms of Amalur: Reckoning. Since it underwent many iterations after my internship ended, not much of my original work made it to the shipped title… but I definitely spotted those carpets early in the game! There’s something pretty magical about seeing your work in a shipped product.



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