Website powered by

Fragile Equilibrium Enemy Assets

This is some of the work I did on an Schmup game for the Xbox and PC. I was tasked with concepting the enemy ships, then modeling the hi-poly ships and boss for baking. Converting concepts is always a fun challenge as the artistic eye doesn't always take volume into account. Low poly and materials were done my supremely talented friend, Chris: @chrisrobinson3d

Fragile Equilibrium Launch Trailer

My early explorations of the forms of the enemies. The notion of a central, evil "eye" helped form the design language as we progressed.

My early explorations of the forms of the enemies. The notion of a central, evil "eye" helped form the design language as we progressed.

The initial concept silhouettes were a bit too abstract, so I integrated some more animalistic forms.

The initial concept silhouettes were a bit too abstract, so I integrated some more animalistic forms.

Some of the concepts are better realized here, while a few feel too unrefinded. The shield ship in particular was a challenge of balancing mechanical and organic forms.

Some of the concepts are better realized here, while a few feel too unrefinded. The shield ship in particular was a challenge of balancing mechanical and organic forms.

The final thumbnail concepts for each enemy and their variations. We went with a modular set of parts to build the last two stages and texturing based off of the first stage for the first three levels. Still, it was a lot of work. =)

The final thumbnail concepts for each enemy and their variations. We went with a modular set of parts to build the last two stages and texturing based off of the first stage for the first three levels. Still, it was a lot of work. =)

The high poly models based on approved concepts. 2D concepts never seem to work the way you think they do when converted to 3D so some elements had to be simplified or shifted to make sense and animate properly.

The high poly models based on approved concepts. 2D concepts never seem to work the way you think they do when converted to 3D so some elements had to be simplified or shifted to make sense and animate properly.

The boss was an interesting challenge as we needed a fairly modular design that would allow for individual areas to be zoomed in upon depending on the attack sequence. This is the base high poly that was eventually broken up and textured more organically.

The boss was an interesting challenge as we needed a fairly modular design that would allow for individual areas to be zoomed in upon depending on the attack sequence. This is the base high poly that was eventually broken up and textured more organically.