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TIMOUN - Graduation Project

I Graduated in June 2017 with TIMOUN, a game I worked on as a Game artist for 9 months along with 7 other students.

The Game is an adventure/RPG where you play a group of kids fighting monsters on a tropical Island.

We were three Game Artists ; I was in charge of part of the Environment, the NPCs and the Monsters. I also did Shaders (Using Shader forge), VFX (Shuriken) and Engine Integration. My talented teamates were Béatrice Beauval, ( https://www.artstation.com/bia ) who worked on modeling, hand painted texturing and 2D Art, and Arielle Grosjean ( https://www.artstation.com/ugjkat ), who as a lead artist was in charge Art Direction, Character Design and Animation.

it truly was a great experience working with such motivated people on a game with a setting we all loved.

Trailer

Group of NPCs. All the diffuse were painted by Béatrice Beauval (link in project description). I sculpted and made the low/baking for these characters with a basemesh made by Arielle Grosjean

Group of NPCs. All the diffuse were painted by Béatrice Beauval (link in project description). I sculpted and made the low/baking for these characters with a basemesh made by Arielle Grosjean

Another batch of NPCs

Another batch of NPCs

Mask, an important part of the narrative

Mask, an important part of the narrative

The Granny, a fun NPC to work on

The Granny, a fun NPC to work on

The Tupilaks, who are basically the trashmobs in the game

The Tupilaks, who are basically the trashmobs in the game

Sculpt of one Tupilak

Sculpt of one Tupilak

The Blemmyes, a more agressive mob

The Blemmyes, a more agressive mob

Attack animation for the Blemmyes

Attack animation for the Blemmyes

The final Boss

The final Boss

Boss Sculpt

Boss Sculpt

The church, the landmark of the city, our main level

The church, the landmark of the city, our main level

Some of the environment elements used to build the city
The idea was to be able to stack houses and make tower out of them

Some of the environment elements used to build the city
The idea was to be able to stack houses and make tower out of them

City props

City props

City props

City props

City props

City props

City props

City props

Forest props

Forest props

Forest props

Forest props

Wood props, made to be used by the level designer so he could create his own structures easily in the engine

Wood props, made to be used by the level designer so he could create his own structures easily in the engine

Wooden cabin

Wooden cabin

Forest rocks. Moss is applied via a shader and can be removed/added

Forest rocks. Moss is applied via a shader and can be removed/added

First Key Art

First Key Art

Early jungle concept

Early jungle concept

City

City

Seaside

Seaside

Single house concept, trying to find out which kinf of stylisation/deformation we were aiming

Single house concept, trying to find out which kinf of stylisation/deformation we were aiming

City market

City market

One of the main characters exploration

One of the main characters exploration

One of the main characters exploration

One of the main characters exploration

Figuring out how our characters would act in Combat was a big part of preproduction

Figuring out how our characters would act in Combat was a big part of preproduction

Monsters concepts

Monsters concepts

Visual exploration for the Boss

Visual exploration for the Boss

VFX - Evil Hit

VFX - Evil Hit

VFX - Galaxy Effect

VFX - Galaxy Effect

VFX - Galaxy Hit

VFX - Galaxy Hit

VFX - Heal

VFX - Heal

VFX - Shamanic Defense

VFX - Shamanic Defense

VFX - Lava Shield

VFX - Lava Shield

VFX - Lava Burst

VFX - Lava Burst

VFX - Floor Crackling

VFX - Floor Crackling

VFX - Evade

VFX - Evade

VFX - Evil Magic Hit

VFX - Evil Magic Hit