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overview

ARCANE ANVIL Magic & Metal

Arcane Anvil is a VR Fantasy Job Simulator capstone project in development with five developers in collaboration with our client MAXART. It follows the narrative of becoming Taloncaster’s apprentice, a human transmuted into an owl, back into human.

My main contributions to this project was the front end being a generalist artist I could help in 2D & 3D Art and project management. My expertise in art allowed me to direct the other artists and help develop Arcane’s art style. This project gave me the chance to learn different parts of 3D Art such an optimization and performance for a VR Game, sculpting, trim sheets and creating a VR game as a whole which is much more different than PC.

  • Concept Art of Props & Character Art

  • 3D Modelling Props & Taloncaster

  • Sculpting & Texturing of Assets

  • Programming Basic VR Mechanics

  • Game’s Art Style & Art Bible Creation

  • Project & Client Management

  • UI Design & Programming

  • Design of Promotion Materials

  • Character Modelling & Topology

  • Blender Sculpting

  • Substance Painter Painting

  • VR Mechanics & Design

  • VR in Unity

  • Shaders & Tile Sheets

  • Hybrid Client Collaboration

  • Demo Featured at QUT 2024 Immersive Festival

project outcomes

Contributions

gameplay

Arcane & Anvil Feats

Arcane Anvil: Metal & Magic was showcased at QUT’s 2024 Immersive Game Festival & QUT’S 2024 IT & Games Capstone Project Shocase

prop & Character concept DESIGNS

Carbon Ore Concept

Viridium Ore Concept

Iron Ore Concept

Mana Bottle Concept

Crysteel Ore Concept

As pre-production went underway for Arcane Anvil it was my role to design iconic prop designs & character designs to establish our game’s art style. I went with a painterly style reminescint of Riot Game’s Splash Art and Blizzard Entertainment’s embellishments.

Skills Used:

Adamantine Ore Concept

Mythrill Ore Concept

Steel Ingot Concept

Corrosion Bottle Concept

Player Anvil Hammer Concept

Taloncaster Character Turnaround Sheet

Anvil Station Concept Sketch

Enchantment Book Concept Sketch

Programs:

Art bible documentation

Another step before we started our team of three artists to start asset generation I took it upon myself to create an art bible for our game’s art style and researched topics such as: Blender Node Painting, Normal Painting, Sculpting and Substance Painter painting methods.

This would keep the game’s art style and production pipeline consistent between our three artists and the research undertaken strengthened my skillset forging the way in achieving our game’s art style of an ‘edgeless painterly look’.

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Asset generation

During the production phase I tackled on different tasks of a production pipeline, sometimes normal painting and texturing a finished 3D model by another artist or completing the whole pipeline myself. This pipeline was challenging & time lengthy at first but over time it got easier as it was mastered.

Skills Used:

Front Low Poly Model View (10,242 Tris)

Side Model View

Head Texture

Top Model View

Body Texture

Programs:

taloncaster

From all the way from conceptulisation and to programming mechanics It was my role to implement our critical main character Taloncaster. It was a long journey with a lot of twists and turns of learning Blenders capabilities of character modelling and animation but overall was a fun process!

Programming Mechanics

Quench Station Mechanic Interaction

In the demo build, I contributed to programming three stations featured in Arcane Anvil; Quench Station, Teleport Station & Gold Collection. These stations had simple mechanics but are important in the game’s player loop. I utilised player event systems and hitboxes to enable the events to be triggered.

Teleport & Coin Station Mechanic Interaction

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Project management

As the producer for Starfall Studio it is my role to ensure my teams success, for that I created the games backlog, manage project management on discord & google sheets, Organise team scrum meetings and slides and contact the client about our weekly progress. I also created player testing Questionaires and a Bug Tracker to ensure our games success.

Project Management Sheet

Bug Tracker

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