Total War: Warhammer 2
Redcrested Skink Chief and his halberd, as well as, Redcrested Skinks and Cohort of Sotek units and their weapons that I created for the Prophet and Warlock DLC.
This is the fully finished version of my Games Practical Project for my final year at Teesside University.
As a whole, this was an exceptionally fun project to work on, that has challenged me from all angles. I would like to thank my Supervisor again for having given me this idea in the first place, but especially for having supported me throughout the whole process.
Hasegawa Fusa is the daughter of a Samurai during the Edo period, who was ordered to commit seppuku by his Daimyo for having fathered a child with a Dutch woman. Her mother assassinated shortly after, Hasegawa was then raised in secret by her grandfather, Hasegawa Hiromune, who was a well-respected Samurai himself, although suspected to have dabbled in the dark arts of spirit summoning.
Hasegawa learns all she can from her grandfather of the art of war, but especially the art of summoning and raising the dead. Deprived of a normal life, she grows up full of hatred and with an unquenchable thirst for vengeance for the death of her mother and father.
Raising a small army of undead, she obliterates the Daimyo’s men with ease, thus taking her revenge upon the Daimyo who ordered her father’s death. Having gotten a taste of power, she is consumed by it and, against the advice of her grandfather, she raises greater and greater number of undead. In her embittered state, she loses sight of her humanity, being completely consumed by rage and hatred for the social systems that killed her parents and ruined her life.
Heading for Edo with the full intent of murdering the Shogun and becoming one herself, she lays waste to the country with her army of undead. However, the magic slowly starts to consume her, but despite the warning signs, she continues on her mad quest for revenge and change.
During the course of the 1st semester in my final year at Teesside University, we had a module called Beta Arcade. This module focused on team work, recreating as faithfully as possible, a work environment similar to that of the games industry. During this module, students across multiple courses needed to form into “game teams” of 10 to 20 people and over the period of 12 weeks, create a fully playable game demo. We had Games Programmers, Designers, Animators and Artists all coming together during this module.
The team I was a member of, called the Beta Bunch, consisted of 4 Artists, 3 Programmers, 2 Designers and 1 Animator. I can truly say that I was extremely fortunate in having met some of the most fantastic people I could ever hope to work together with. The chemistry in our team was superb.
My role in the team was to be the Character Artist. We decided to create a Pegi-7 rated, third-person role-playing puzzle game, which, eventually was titled Tia’s Voyage.
The trailer for our game can be viewed here:
Trailer created by Robin Coils.
In the planning phase, we decided to go with a Polynesian look to our game, but then added a touch of Mayan/Aztec influences to everything. Not yet certain whether we wanted a male or a female protagonist, I created some quick concept sketches for both genders:
Lord Diarmat is a minor character from the Chronicles of Elantra fantasy book series, written by Michelle Sagara. He shares the same universe with the Eternal Dragon Emperor, Dariandaros, from my previous post.
Lord Diarmat is one of my absolute favourite characters, ever. He prises rules, respect, proper behaviour, diligence and dedication above all. He does not tolerate tardiness, laze, disrespect or favouritism. Such character types immediately grab my attention. Thus, despite appearing seldom in the books, Lord Diarmat has managed to create a fascination —bordering on obsession— in me, that has lasted for 5 years now… and it’s still going strong.
Over the years I have drawn him numerous times and I knew, one day, I will create a 3D character of him.
I have now finally started work on this project.
Unlike previous characters I have created, I decided to go about this slightly differently.
Back in February this year, during the 2nd semester of my 2nd year at University studying Computer Games Art, we started a module called “Creative Portfolio Development“. Ignoring the fancy title, in a nutshell this module was all about doing one project that interested us and helped develop skills in our chosen fields. The subject could be anything we wanted. Needless to say that, to date, this was my favourite module at Uni.
Wishing to be a Character artist, my project’s focus was the creation of a high quality, animation friendly game character. I have chosen the Eternal Dragon Emperor, Dariandaros from my favourite urban fantasy book series; “The Chronicles of Elantra” by Michelle Sagara, as the star of this project.
I got a bit ambitious and decided to also create a 3d environment for him in my spare time. Though I love environment art greatly, I do not feel the same passion for it as for character art, and thus, I often neglect it, even avoid it in favour of doing more character based work. I felt this was the perfect opportunity to force myself to focus on the environment as well as, the character.
Boy, was I fooling myself. I did not factor in just how extensively time-consuming my other module, “The Journeyman Project” would be. What spare time? I barely had time to even finish Dariandaros, much less work on an environment. So though the environment was started, and is about 75% finished, it never actually got finalized. Not yet, anyway.
But I digress.
As with every project I started sketching out ideas. I mainly focused on the robes of the Emperor. The style, the cut, the colour scheme. I created many variations on this to try and get a sense of what might work best for an immortal dragon Emperor.
Back in 2016, at the end of my first year at University, I started work on 3d modelling a creature that has fascinated me since the 90’s. The Shadows, from Babylon 5.
Now my abilities were vastly lacking at the time, being only familiar with modelling in 3ds Max, and a tiny bit of touching up in a sculpting package. As such, I ended up with a model that was simply dreadful.
At the time, with my limited knowledge and ability, it seemed fine enough. Not the best, but fine: