GameWizards (January 2008 - March 2008)
Art Institute of Los Angeles - Santa Monica
Vehicle Team Lead

Zombies have invaded Hollywood, California and the world has sank into chaos and death. It's up to your team of survivors to fight against the undead, collect supplies, and secure a vehicle in order to move out and head for the desert.

Aftermath is a first person shooter created specifically for the Unreal engine. I worked as the Vehicle Team Lead on this game for 3 months. This was my second quarter in GameWizards and my first quarter being a lead. My responsibilities were to teach a group of 6 students how to create vehicles while maintaining a relatively low poly count since they were going to be used in masses for the level. I kept track of their assignments on spreadsheets and made sure that everyone completed their assignments on schedule. And yes, Aftermath was thought up by GameWizards months before we ever got news of Left 4 Dead.




Converted-Convertible

3742 tris

A Cadillac Deville with bus seats and a cage welded into the back. Seats 6 comfortably. Sunroof no longer available.

This was the first vehicle I had ever modeled. It was my first time leading a team in GameWizards and I was assigned to be the Vehicle lead without ever actually creating a vehicle asset before. In a day or two of research, I created this asset in all its glory and it was low poly enough to be used in the game. It was then set as the example for the rest of the vehicle team and we worked from there. I've learned better techniques and grew as a 3D artist, but this was a big step for me so I still love this vehicle asset.

Police Patrol Car




2000 tris

To protect and serve! Formerly an active law defender, now a rusty bucket of blood. Don't ever look inside.

This was going to be the spawn point of ammunition and various weapons for Aftermath. The flashing lights served as a power-ups notification. This was an experiment on how much you actually had to model versus faking it in textures. This was before any of us learned that Unreal could handle geometry far better than textures. Oops.

The body of the car had minimal, but important, geometry.

The car was built with all the important details that couldnt' be faked through normal mapping and the rest was done with opacity and normal maps. My favorite part was when I noticed that my finished model had 2000 tris.

School Bus


2664 tris

Big enough for a classroom of kids! It's been months since those doors were opened. Please don't open the doors.
Thank you.

This was based on a blue bus diagram. I spent a lot of time building the inside of the bus, making it's backdoor capable of opening so players would be able to run through the bus to enter a building that the bus had crashed into. Sad to say, the idea was scrapped and I had to strip the inside of the bus. Very sad day for me.

Remaking the bus, deleting and bridging, taught me so much about how to make the geometry more simple and clean. I was happy with the results, but the windows and doors could have been normal mapped instead of modeled.


Transport Truck

3225 tris

That giant box in the back is more than just for show. The doors could be hiding delicious food preserves, armor, first aid, dead people... un-dead people...

This was a treasure chest item. It could reward your bravery or turn out to be a mimic monster. The concept was that it would randomly spawn powerups when the doors were opened and there was a relatively large chance for a truck-driver zombie to spawn and attack you.

There are two versions of this vehicle: One that had nothing in the back, reducing the model to about 3100 tris, and another with doors and an interior.



Screenshots