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Matthew Murchison

CEO / Tech Artist @ Double M Digital Inc.

Blog

  • Godot from Unity reference

    Learning new languages and paradigms is hard, here’s my personal translation guide. These are similar ideas, but not direct analogues. Script things Unity Godot Description void Awake() {} func _ready(): Runs when the object starts up/is created/awoken. void OnEnable() {} Runs when the object it is on is activated. void OnDisable() {} Runs when the…

  • Screen Accurate RotJ Darth Vader VR Avatar

    When this VRChat Avatar was commissioned, the goal was simple: Create the most accurate and realistic Darth Vader inspired model, then make it run in VR. And now, I an share this model with you too! **This model is game ready, VR ready, and looks great in renders! The rig is designed to work in…

  • Desert Weathered Metallographic Microscope

    A trash bin pulled right from the ruins of Petra. Acurate and authentic down to the bolts, this bin is the perfect way to decorate any deasert scene. Game Ready, True-to-life design, PBR Metalic textures. Textures, Materials, Lop-Poly (Game Ready) PBR UV Mapping UV Unwrapped Polygon MeshPolygons: 2416Vertecies: 2430 Compatible With: Blender $14.68 Royalty Free…

  • Desert Trash Bin

    A trash bin pulled right from the ruins of Petra. Acurate and authentic down to the bolts, this bin is the perfect way to decorate any deasert scene. Game Ready, True-to-life design, PBR Metalic textures. Textures, Materials, Lop-Poly (Game Ready) PBR UV Mapping UV Unwrapped (Unique) Polygon MeshPolygons: 1074Vertecies: 952 Compatible With: Blender $16.83 Royalty…

  • Desert Bench

    A bench based on those scatered acccross modern day Petra in Jordan, the prefect authentic set dressing for your scene! Works great as FPS cover or as a decorative prop! Game Ready Asset, PBR Metalic Textures, Authentic to the real world. Textures, Materials, Lop-Poly (Game Ready) PBR, UV Mapping UV Unwrapped (Unique) Polygon MeshPolygons: 356Vertecies:…

  • Modern Streetlamps Collection

    3 Unique modern streetlamps for walkways, pattios, parking lots or any other area you can think of! These street lamps are set for HD rendering in any engine, realtime to raytrace. Using Face Weighted Normals and tiling textures you get crisp reflections, highlihgts and details at game ready poly counts. The models come in: –…

  • Screen Accurate RotJ Lukes Lightsaber Hilt

    Happy star wars day, and May the 4th be with you! Inspired by Adam Savage’s Tested video on making lukes saber hilt, I started working on a lightsaber animation. With today being the day it is, it seemed fiting to release the key prop 😀 Mostly built and animated (check youtube soon-ish) while waiting for…

  • Bamboo Wireless Charging Stand

    A realistic QI Charger made from bamboo, created to look great in a movie, and run great in a game! Painstakingly reconstructed based on real-world chargers, this bamboo phone stand will look great on and 3D/CG desk. With ultra-detailed 4k textures and ridiculously efficient poly count, this model will work for almost any use case…

  • M Decoration lamp with letter

    A fun voxelized model to test shaders on, use in backgrounds, or almost anything else! I highly recommend setting up a unique procedural shader in your favorite shader editor. This model is meshed with a voxel algorithm so the geometry looks great, but is fairly heavy, not recommended of use in game, but it will…

  • Chicken Nuggets Demo

    Chicken Nuggets Demo

    Chicken Nuggets is Double M Digital Inc.’s fist published game coming to steam in 2023!An adorable farm yard adventure with classic roll a ball mechanics that harken back to games like Super Monkey Ball.

  • Lightsaber Suspended

    Lightsaber Suspended

    The saber in full detail. The saber glows in the face of advancing imperial forces. Luke’s saber hilt, screen accurate down to the oil and dirt on the handle. A peaceful town in the outer rim. The saber evaporates the ground water as it slices through the mud and muck. The courtyard is deserted before…

  • LIDAR Automotive 2020

    Cutlas Supreme Brougham ’87 Chevy 305 engine by MattMurch on Sketchfab Oldsmobile Engine VW Tires – Summer and Snow by MattMurch on Sketchfab VW Tires Tire Well by MattMurch on Sketchfab Wheel Well A collection of automotive parts I scanned on an iPhone 12 Pro Max in 2019-2020, these are all suitable for backgrounds in…

  • LIDAR Rocks Collection 2020

    Yard Rock 07 by MattMurch on Sketchfab Yard Stone 08 by MattMurch on Sketchfab Yard Rock 04 by MattMurch on Sketchfab Yard Rock 03 by MattMurch on Sketchfab Yard Rock 01 by MattMurch on Sketchfab Yard Rock 05 by MattMurch on Sketchfab Yard Rock 05 by MattMurch on Sketchfab Yard Rock 06 by MattMurch on…

  • Chicken Nuggets: Pre-Alpha Trailer

    A Nugget Pushing an obstacle The Chicken Nuggets Farm A Nugget going through a physics gate Chicken Nuggets level completion Tutorial level in Chicken Nuggets A late game Chicken Nuggets level Environmental hazards are a big part of Chicken Nuggets gameplay Platforming in Chicken Nuggets Taking a leap of faith in Chicken Nuggets Cn early…

  • Chicken Nuggets: Pre-Alpha Levels

    Chicken Nuggets uses may worlds and looks to tell a visual story. Some levels in Chicken Nuggets are full of environmental interactions and hazards. Some levels in Chicken Nuggets focus on technical challenges. Chicken Nuggets is Double M Digital Inc.’s fist published game coming to steam in 2022!An adorable farm yard adventure with classic roll…

  • Darth Vader: ROTJ Screen Accurate VRChat Avatar

    Darth Vader: ROTJ Screen Accurate VRChat Avatar

    Darth Vader: Screen Accurate RotJ by MattMurch on Sketchfab Screen AccurateAsymmetry & Detailing Hero Prop accurate Saber hilt Fully Rigged • PBR Textures • Game Ready • VR Chat • CompatibleVR Optimized A commissioned VRChat Avatar, the goal was simple: Create the most accurate and realistic Darth Vader model, then make it run in VR.…

  • The last refuge ~ Blender 3.0 Cycles X

    The last refuge ~ Blender 3.0 Cycles X

    Blenders amazing adaptive subdivision (tessellation) meant this screen was super simple to direct and manage while giving me full creative control through procedural texturing. A scene I modeled to put Cycles X through its passes! Imagined as an old cave tunnel that has been occupied as a safe haven for survivors in a cataclysm. Rendered…

  • Tantive IV: Modular Hallway

    Tantive IV: Modular Hallway

    The full Tantive IV Corridor form a new hope, screen accurate. The airlock and screen accurate wall layout. The hallway broken down into it’s component parts The full Modular Hallway Kit A screen accurate and VR ready Tantive 4 modular kit! I designed it to seamlessly work for all use cases from VR games to…

  • Alternate Realities Pwnisher Challenge

    The full ‘cinematic cut’ of my Alternate Reality The hover dolly doing it’s thing, beatup, old, but still reliable Hover Dolly by MattMurch on Sketchfab The hover dolly was one of the biggest focuses in preparing for the competition. I wanted to creat a wholly original design that felt like an antique. Alternate Realities Challenge…

  • Luke’s Lightsaber

    Luke’s Lightsaber

    Luke’s Lightsaber – ROTJ & Expanded Universe by MattMurch on Sketchfab 3D view of the lightsaber The lightsaber activator and grip Happy star wars day, and May the 4th be with you! Inspired by Adam Savage’s Tested video on making lukes saber hilt, I started working on a lightsaber animation. With today being the day…

  • Hollow-belly Cargo Ship (Realtime)

    The Praclarush, a hollow belly cargo ship, in orbit around Neptune. The design is meant to be highly functional, large cargo space, high visibility for the bridge, powerful thrusters, and lower engines to control hovering and orbit. With these design goals defined, the ship takes a strong, grounded shape. The volumetric lighting in Eevee really…

  • Modbox: Town Prop Hunt

    One of the levels I was tasked with designing from scratch, the town is a fun prop hunt challenge with multiple unique zones and a bright aesthetic.

  • Modbox: Pistol Duel Arena

    The duel demands satisfaction No apologies, just action No seconds, no face to face In this sport, it’s always the time, and this is always the place Lots of pistols, and the town probably has a doctor on site Duel while the sun is in the sky (for a better audience experience) These barrels are…

  • Modbox: Drone Defense

    Defend the ruined mining outpost from waves of drone attackers. This level has fantastic hiding holes, sniper positions, and enough unique paths to keep you on your toes. Plus a ruined space-industrial aesthetic with ship crashes, lunar pipelines, and vegetation labs. This is another level based on initial designs by Lee Vermeulen. I kept the…

  • Modbox: Mountains

    Fortifications dot the landscape providing elevated cover The asymmetrical map uses elevation and path layout to keep gameplay balanced and extremely fun. There are several paths, each designed with unique advantages and defences. The mix of foliage and ancient ruins creates a beautiful combat environment. Little narrative details bring the world to life.

  • Gunhead: Bridge Characters

  • Gunhead: Arachnix Egg

  • Gunhead: Drone

    A close up of the drone’s armament. The drone deployed in space for visibility testing Early concept for an asymmetrical wing configuration The final concept that we moved forward with The rear ammo box and propulsion of the drone The drone deployed in profile for look devWhile at Alientrap I was tasked with bringing the…

  • Gunhead: Boss Trophy Case and Skulls

  • Gunhead: Airlock

  • Modbox: D-Day

  • Modbox Western Canyon

    Stroll through an isolated canyon settlement, trapped and overcrowded by a nearby train track collapse you are free to inhabit the role of sheriff in this small backwater town.Designed with Modbox’s fantas

  • Modbox: Zombie Forest

    Take a nerve-wracking journey through the trees, abandoned buildings, and ancient catacombs of the Zombie Forest!Developed and designed with Modbox’s amazing voxel tools and Synty assets. This is an immersive level with many paths to explore, zombies to kill, and some beautiful haunting nature!

  • Modbox: Interactive Lip Sync

  • SGC Gateroom Battlemap

  • Lightsaber Suspended (WIP)

    A study in environmental complexity: Steam form evaporation, melting from blade heat, fog rolling in, and vegetaion at all scales. The saber cuting through the ground. Not much can stop a light saber. The oppression of the Sith marches on, Who will save this town? The courtyard was fully detailed with vertext splatting used to…

  • Retro Assasin

  • Corner Gas DND Map

    How I build up my DND maps with 3D to get a cinematic look, and keep playability metrics.Roles: Design, Modelling, Texturing, Lighting, Post Processing

  • Medieval House Tiles

  • Cavern Path tile set

    A collection of dungeon tiles in 3 upique biomes

  • FuryStar Mk2 Fighter

    The Fury Star was designed for leveling: weapons and maneuverability can be built up with modular parts. Tris: 13,246 Varriations textured to look as menacing as possible.

  • Costa Rican Sunrise

    A wonderful, sunny, and warm place to wake up. Roles: Modeler, Texture Artist, Lighting, Shader Artist, RP/Engine Wrangler A beautiful morning in a Costa Rican flat. Largely based on the real world Villas Palmas in San Jose. I was inspired to model this on a rest day during a week long vacation in 2018. Re-rendered…

  • BC-304 (WIP) 2021 Update

    The bridge of the BC-304 Realtime battle cinematic in Unity Rendered lighting test Multiple views of the BC-304 HMS Hadfield 3/4 view Greeble and details on the model Greeble close up Rear silhouette Roles: Modeling, Lighting, Texturing, Look Dev, Research The goal is to match, end eventually exceed the level of detail shown on the…

  • Stargate Day 2019 sneak peek

    The recent upgrades to Unity and Blender really made this project possible. From blenders improved performance for high poly modeling and sculpitng, to Unity’s HDRP, Timeline, Shadergraph and VFX graph. Using Unity’s High Definition render Pipeline has made it possible to achieve amazing lighting and atmosphere really quickly and consistently. My Stargate model has been…

  • Terrorarium: Cinematic Props

    The syringe used to ‘evolve’ parts of the narrative. The collection of custom made props used in the Terrorarium cutscenes. For each prop there where specific interactions and perspectives I designed for. My main metric was the Moogu size, since they where always sneaking or begin placed into these props. Each prop was drawn out,…

  • Terrorarium: Gardener’s ship bridge

    The bridge of the Gardener’s ship. A warm, welcoming space where most of the Terrorarium story is told. The direction for the ship bridge was like a kind old grandmother’s home, but set in a UFO. Everything form the hand drawn wallpaper design, to the Victorian-era flower illustrations was created or selected to communicate the…

  • Terrorarium: Cinematic Terrorariums

    The 2nd place terrorarium. An impressive garden with variety and strong organized elements, but also very unfocused, with each area being similar in opulence, and completely self isolated. The 1st place terrorarum. I focused on a more open, and more focused design. Strong vertical elements and a very central focus with easy visibility form any…

  • Terrorarium: Moogu Cave

    The cave has a mysterious past. Some of these skeletons will become familiar though the game, others will remains mysteries. The cave when the player is first introduced. Part of the cave narrative relied on mystery and obfuscation. I used a mix of detail scales and visual effects to play into that uncertainty. Roles: Environment…

  • Terrorarium: Pre-Rendered Cinematics

    Roles: Cinematographer, Director, Editor, Environment Artist, Texture Artist, Animator, Look Developer, Concept Artist I was brought on by Stitch Media to create all of the Terrorarium pre-rendered cinematics. That meant working from the original narrative scripts and building everything from scratch. I created storyboards, modeled the required environments, created new shaders, textures, animations, and choreographed…

  • Terrorarium: Pre-Rendered Cinematics Workflow

  • HW-10mm Enforcer Sidearm

    HW-10mm Enforcer Sidearm

    WH-10: Enforcement Sidearm. Designed for first person games, with a grounded futuristic design. WH-10: Enforcement Sidearm by MattMurch on Sketchfab Roles: Modeller, Texture Artist, Lighting, Concept Artist The WH-10 enforcement sidearm is a police standard issued pistol. Featuring a 10mm barrel, semi-automatic firing, and built from lightweight composites. Before the quakes the WH-10 was seen…

  • Modbox 2.0 trailer

    Some work form our recent Modbox 2.0 update. I recorded a few of the gameplay clips for the trailer.

  • Modbox URP Conversion

  • Spirits: Flashback Arcade

    Flashback Arcade is designed as a world of its own, with easy access for the boss it drives combat while delivering a lot of unique atmosphere. The lighting of an almost all black room can be a hurdle. I needed to add a lot of lights, and that gave me a great opportunity to add…

  • Spirits: Back Halls

    The opening area of Spirits. This room needs to guide the player forward. It also hold the main menu on an arcade machine. The room connecting Flashback Arcade too TechnoShed. Employees gather, to watch TV and play the Arcade games on there down time. Between TechnoShed and Lancelot Music is this store room. It holds…

  • Spirits: Mill Lake Mall

    To help the player keep their bearings I gave the mall several key guiding landmarks. The greenery and shadow guides the player away from the areas they shouldn’t be, our vibrant lighting elements keeps the focus on each store and the main gameplay areas. The introductory areas introduce the visual elements of the game and…

  • Spirits: TechnoShed

    TehcnoShed’s sign is based on a retro futuristic angular design style often used for mall electronics shops. Inside of TechnoShed we optimized the environment for gameplay. It’s a place where the player can hide and shoot unhindered until they got their bearings, or run out of TV’s. TechnoShed has a very wide and shallow layout…

  • Spirits: Lancelot Music

    We called on several classical record and asset stores to influence the style of our Lancelot Music. The record store provides a medium level of complexity: A few object types, lots of maneuvering room, and a bright and vibrant room to welcome the player. Roles: Environment Artist, Modeler, Texture Artist, Lighting, Technical Artist Lancelot Music…

  • Spirits: Burger Royal

    Burger royal is a throwback to classic 80’s Burger King Inside our retro furniture is on full display, as well as popular 80s carpeting and wall decoration. Part of designing Burger Royal was connecting it to the back room. By laying out the throwable assets we guided the player into the safety of our back…

  • Terrorarium – Early Access Trailer

    Roles: Cinematographer, Environment Artist, Texture Artist, Animator, Lighting, Concept Artist, Choreographer I was brought in to build and shoot the Terrorarium early access trailer. I was brought in to sequence timelines and build up dynamic shots with Cinemachine. Working closely with their lead artist I built new sets, designed some real time visual effects, and…

  • The Zoopercar

    The Modern Zoopercar: Tribute to George Shrinks by MattMurch on Sketchfab Sketchfab 3D view with animation Flying away for another adventure! Roles: Modeler, Texture Artist, Animator, Technical Artist Here is my vision of a ‘realistic’ Zoopercar. Modeled and animated in Blender 3D, textured in Substance Painter, then rendered in Cycles.

  • Interior Mapping Shader

    A realistic scene demonstrating the immersive value of interior mapping. A demo showcasing the interior illumination and glass refraction built into the shader. Roles: Shader Artist, Technical Artist The shader features a cubemap based interior renderer, using standard PBR textures you can render 1000s of windows on one face at almost no cost. I based…

  • CRC 5G Demo, VR Specialist

    The demonstration running on the 4k star 3D screen. I converted the project to run off of a Unity visual star machine, this simplified the code, and made manipulation easier. A map of every cell tower in Ottawa interacting in real time. The timeline became an integral part of our pre-scripted demos. Reducing development time…

  • RCSP Arrowhead

    Beauty render showing the ‘renegade’ colour scheme. Modular Interior was created with attention to detail and plausible functionality. Roles: Modeler, FX Artist The RCSP Arrowhead is a versatile patrol ship with speed, weapons and sensors to patrol and protect the outer colonies without support for months. Home to a crew of three, this ship is…

  • Docking Sim: High Realism Mundane Space Simulator

    Workflow allows for gorgeous graphics with Unity’s deferred lighting engine. High fidelity “Face Weighted” models run perfectly in realtime or low end commuters. Using the ‘Face Weighted Normals’ workflow to increase visual fidelity without effecting the rendering overhead, Tri-Planar tiled materials allow for unbelievable close-up texture resolution. Roles: Game Designer, Modeler, Programmer, Shader Artist, Animator…

  • AAP-003 – Vissualization

    Roles: Environment Artist, Modeler, Animator, Choreographer, Cinematographer Created in unity for realtime, in engine rendering. The goal was to embrace the new cinematic tools that Unity has developed and build an amazing game environment.I generated/modelled and animated each ship, modelled the all environment assets (expert the rocks). All characters where created by me in FUSE.

  • Tri-Planar Terrain Splat Shader

    Seemlesly blend up to 4 materials across any mesh. 4 unique materials based on the substance Unity 5 exporter. Run through try-planer blending before being mixed using vertex colours. Tri-Planar mapping eliminates texture stretching on cliffs or overhangs for a more realistic environment. All without any UV maps. Roles: Shader Artist Using triplanar projection for…

  • Chicken Coup

    ChickenCoup Gameplay A low poly game built with a team of 4 over 2 weeks. We had two artists, I handled all concept art, the level design, racoon/enemy models and animation, and all environment art. We submitted Chicken Coup to HumbleBrag (hosted by Humble Bundle) in Toronto where it reportedly did very well with viewers!

  • SwapBox V1

    SwapBox’s environment mixes organic and mechanical to create an atmosphere of unease and mystery. Swap Buttons by MattMurch on Sketchfab Buttons are your interface to the mechanical control of SwapBox’s environment. SwapGun by MattMurch on Sketchfab The SwapGun is your key to the world of SwapBox. I chose it’s mix of materials to reflect the…

  • Inktober Day 2: Divided

    A world divided… It’s the second day of Inktober! Today’s prompt was ‘Divided’. With the world being the way it is (today was a horrible shooting in the US, but also the instalment of a new Governor General of Canada, two drastically different scenarios and events within such close proximity in both time and space)…

  • Terraformers: Space Command

    For each model, I would sculpt a high poly in Blender, then bake and paint in Substance Painter.We wanted a vibrant living world for the player to battle on. Spicea Flos Mortem (Mobile Freindly) by MattMurch on Sketchfab Spicea Flos Mortem (High Poly Bake) by MattMurch on Sketchfab For each model, I would sculpt a…

  • Terraformers: Space Command – Release Trailer

    A spider mech takes on the slime The tri-station passes by the Terraformers logo The tri-station watches over the battleground. Aliens on the move. The tri-station passes by the Terraformers logo. Aliens attack the resource extractor. The tri-station passes by the Terraformers logo. A sniper mech and hover mech stand guard. Roles: Cinematographer, Technical Artist,…

  • Freelance Works: Southern Asia

    Freelance Works: Southern Asia

    You get the reference images, and you just know you’ll be hungry! Lint Chocolate Thins by MattMurch on Sketchfab Lint Chocolate Thins:This is one of my favourite models. It is essentially a cube, but If you look closely there are intricate folds and decorative layers of paper that go into the real thing. SO much…

  • Daedalus: Sniper of the skies

    A hero unit from the upcoming game Terraformers, Daedalus is a lethal sniper with the eyes of a craftsman.

  • Petra Monastery Investigative Camp

    The ‘front yard’ of the runis. Petra Bench (Ubisoft NXT 2017) The approach to the ruins. Trash Bin (Ubisoft NXT 2017) Russian Laptop. Soviet portable desk Roles: Environment Artist, Modeler, Texture Artist The temple is based on several structures in Petra, Jordan, where a cold war soviet submarine appeared over-night. This monastery is basecamp for…

  • DMD: The Low-Poly Collection

    Roles: Modeler, Look Developer This is a game ready asset collection I am building at Double M Digital. They are designed to work instantly in a Unity scene to enable others to build engaging stylized interactive experiences (games for everyone!)

  • Terraformers Planetary Environment Art

    When I cam on board my tasks grew form 3D Artist/Animator to Technical Artist as I ran them through the basics of PBR, introduced Substance Painter and setup easily replicateable systems and workflows for 3D content creation.

  • The Cave

    Deep in the woods, a deep, mysterious cave waits for adventurous explorers.

  • Upper Canada Mansion

    Recreation of the Crysler Hall mansion at the Upper Canada Pioneer Village.

  • Hello world! (…again)

    After many years and many different platforms, I’m returning to WordPress. Recent events have made it abundantly clear that 3rd parties are not a responsible place to host portfolios or blogs for me. There are some truly amazing website platforms out there. My last site location, Carrd may be the single best WSYWIG ever designed.…

  • Wrapping up at Alientrap Games Inc.

    About a month ago I wrapped up my time at Alientrap, working there for the last few years was fantastic. The work itself was awesome with variety and unique new challenges. The real standout moments came from how the studio was run with trust and generosity. I’m so thankful for the time I had there,…

  • NPC’s of the future! Some really cool stuff from our work at Alientrap games!

    About a month or two ago, my boss at Alientrap showed us some awsome footage form one of his projects in Modbox he used GPT-3 powered AI to make trul;y interactive NPCs. It’s super cool, and you cna see the full demo on his Youtube and Twitter here: This is a pretty cool demo, and even cooler, I built the background…

  • Stargate AMA LIVE!

    I’m doing a surprise live Stargate RPG AMA in a couple of minutes over  at https://www.youtube.com/watch?v=XYppChlbIvI Checkout Wyvern here https://wyverngaming.com/, and if you love tabletop RPGs or Stargate then you can pre-order here: https://stargatetherpg.backerkit.com/hosted_preorders Post AMA edit: The AMA was great, it was a bit last minute but very exciting, technical my first public Comic Con appearance, so…

  • Perfect Exporting from Blender to Unity

    You can drag a Blender file into Unity and that will work perfectly, but it is bad practice (if something happens to that file you lose your model completely). Here is how to reliably have a good import without compromising your working files:  Instead, select all the meshes you want to export in Blender. Go to “File > export > FBX”. Name your FBX export,…

  • Quickly fix Blender ASCII FBX import error

    You have an FBX, but when you go to import it into Blender it says this: “ASCII FBX files are not supported” Solution: Why is this happening? There is a 99% chance the artist that made the FBX used Maya and chose to format their files as .MA instead of .MB. The difference is that MB…

  • Index of Free Art Asset Sites:

    Every once in a while you need a texture, sound, or model for a game or a prototype. It’s easy to get something on google, but then the licensing isn’t always right, and you might not have money to buy from an asset store. For me this is where CC0 and copyright free sites are…

  • Leveraging multiple workflows

    Working on spirits has brought a lot of new technical challenges. Solutions have ranged from creating shaders to diving into C# and even a brief look at entity-component systems. But there are also smaller, more day to day challenges, like choosing the right workflow for your models. There are 3 main workflows I am familiar…

  • Code free interactive water!

    After talking with our art mentor, Jonathan, our team began looking into adding water to get some of the beautiful reflections back into our level. We have a few options,  decal based puddles, or splat shaders with a height blend. Each of those give us our reflections, but they don’t add a sense of life…

  • Block outs for feeling

    It’s been 12 weeks since we started this semester, 8 weeks (approximately) of development towards our Alpha for Spirits. We got a block out early on, grey blocks that marked the space that would become our deserted mall. An early grey box of Spirits As an environment artist this was fun to make, but it…

  • Sense of space

    Our first Blockout of the level. Our second blockout focused on getting the ‘mall’ feeling’ and working out our metrics. This phase of our blockout was a coordinated effort to begin introducing the technology we need for our final product. Here I have introduced Cinemachine and Timeline to bridge cut-scenes and gameplay. We also converted…

  • Tool highlight: Windows 10 Photos App

    When trying to crop the concept render for the Void environment, I stumbled onto some new features for the windows image viewer. The viewer can haw add “3D” effects like muzzle flash and rain to an image, and saves it as an mp4. Here is an example made as a quick experiment to test the…

  • Starting Spirits: New team, new game, new art!

    Who am I? I’m Matthew, the environment artist with Open Door Games. I make 3D art and most of the supporting assets for the team. What are we making? We’re making a game called ‘Spirits’ its essentially a combat demo where we want our player to experience telekinesis and other mental powers. Where I am…