The challenge was archetypal and accessible forms but with real-ish detail.
Subdivision model of original anti materiel rifle concept. Procedural textures.
In-engine prototype in Unity. Textures done in Substance by me.
Initial rough concept drawn over procedural leg rig and gray box body.
Early concept for the engine and thrusters.
Leg geometry exploration.
Leg range of motion exploration.
Superheavy final concept.
Torse detail and decal placement guide for modelers.
Leg detail and decal placement guide for modelers.
Superheavy weapon fitting.
Light lance final concept.
Light lance early thumbnails.
Light lance pilot fit exploration.
The rocket pod weapon is one on my favorite exercises in problem solving from my time with Simutronics.
A variable burst damage, long reload weapon that reads well from first and third person perspectives.
Proxy animation showing reload.
Initial rocket pod thumbnails.
Rocket pod firing cycle exploration.
The 'Pike' was another design that went through many revisions.
Eventually the Pike Because a sort of dial-a-yield shotgun.
The hybrid gun/rocket language was challenging to make read well.
Early Pike concepts ran into the issue of reading poorly from either 1st or 3rd person views.
Weapon rough concepts for potential AoE weapons.
Unspecified weapon concepts for potentially debuff oriented attacks.
Early weapon concepts.
Weapon concepts.
Early thumbnails exploring silhouette and firing arcs.
Additional thumbnails exploring pilot position and leg geometry.
GALAHAD 3093 Mech Concepts
Mech assets I created for GALAHAD 3093. During my time with Simutronics I was the primary concept artist doing a variety of mech, weapon, vehicle, and environment concepts.
Artwork by me except for HDRI, rock, smoke, flame, and explosion assets.