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Deathgarden: Bloodharvest
3D Environment Artist - Modeler
Deathgarden is an online game in which one Hunter and 5 Scavengers battle in a procedural arena to assert dominance. The goal for this project was to create and populate assets that would fit a map's theme and sometimes help Scavengers navigate the environment to better survive.
My tasks were to:
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Early in the project, I had to improve what had been done for the early access release of the game
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Create organic assets to fit the theme of the "garden"
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Create gameplay elements to hide or protect Scavengers
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Optimize and gage the density of foliage in the map to follow performance constraints
Software used:
Salt Creek Part 1
Displaying foliage variety and density
Salt Creek Part 2
Rivers and rock formation
Salt Creek Part 3
Weeping Willow and foliage variety
Cemetery Part 1
Tombstones and structures
Cemetery Part 2
Other structures made for theme
Arizona Landscape Part 1
Foliage variety for the theme
Arizona Landscape Part 2
Other asset variety
Fire in the Sky Part 1
Foliage variety
Fire in the Sky Part 2
Icicles mostly
Desperate Expedition
Ice shards
JungleFoliage
JungleLeaves
CoverBushes
Hex
SnowPines
TombstoneGrail
Arch - Mausoleum
Tombstones
Tombstones part 2
Tomb - Altar
GrassPatches
Lamp
DESRocks
TallCactus
SmallCactus
WinterFoliage
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