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My work at RUSH ISLAND 2012-2015

M4A1

I designed the M4A1 rifle within Maya, ensuring precision and attention to detail. After completing the 3D model, I adeptly created a low-poly UVed version, all while remaining within the Maya environment. Subsequently, the model was seamlessly transitioned to the texturing team for the next phase of production.

 

 

Crafting System - Bases

I've successfully established a robust base-building system for Rush Island. To achieve this, I meticulously crafted the essential models for constructing the base within Maya. The textures for these models were thoughtfully created using 3D Coat, ensuring a high level of visual quality. The next crucial step involved seamlessly integrating this system into the game's functionality. Leveraging C# in Unity, I implemented the necessary code and mechanics to allow players to interact with and utilize the base-building components effectively. Importantly, this system was seamlessly harmonized with the existing inventory system, ensuring a cohesive and intuitive player experience

Crafting System - Igloos

The igloos were meticulously crafted in Blender to adhere to the distinctive Rush Island art direction. To further enhance their visual quality and adherence to the game's aesthetic, I diligently applied textures using Substance Painter. Additionally, I played a pivotal role in implementing essential functionality within the game engine, utilizing C#. This allowed players to seamlessly incorporate these igloos into the game world directly from their inventories, significantly elevating the overall experience of the building system.

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