Crimson Shadow
Crimson Shadow was a project I was a part of during my platform integration class in college. We had to create an environment and characters and import them all into the UE4 game engine. We only had three students, and we all pitched ideas for the project. The winning concept was this, Crimson Shadow.
The initial idea had a sci-fi robot ninja character breaking into the office building of a corrupted military organization in the middle of the city. The character would confront the CEO's personal bodyguards before making his way into the office room. There, he would confront the big man himself. The city skyline would be visible during the break in as the main protagonist ran up the building's exterior, then again during the final encounter.
My tasks in this project was making the structural modular pieces for the office room, the exterior large-scale, low poly buildings for the skyline, and the main CEO character. Style-wise, the structure references chosen by the concept creator was Batman: Beyond. This provided the future skyline feel while still being recognizable. For the character, Sigma from Megaman was chosen, and several of his various appearances were used to hybridize the finished look. Due to time constraints and scope creep, most objects were untextured and used basic materials. Also due to the UE4 program being new, a lot of features were not fully understood. This prevented the implementation of a lot of features, including making the characters animated and controllable.
Work was given over to the project lead after the semester, and additional work is planned.
The initial idea had a sci-fi robot ninja character breaking into the office building of a corrupted military organization in the middle of the city. The character would confront the CEO's personal bodyguards before making his way into the office room. There, he would confront the big man himself. The city skyline would be visible during the break in as the main protagonist ran up the building's exterior, then again during the final encounter.
My tasks in this project was making the structural modular pieces for the office room, the exterior large-scale, low poly buildings for the skyline, and the main CEO character. Style-wise, the structure references chosen by the concept creator was Batman: Beyond. This provided the future skyline feel while still being recognizable. For the character, Sigma from Megaman was chosen, and several of his various appearances were used to hybridize the finished look. Due to time constraints and scope creep, most objects were untextured and used basic materials. Also due to the UE4 program being new, a lot of features were not fully understood. This prevented the implementation of a lot of features, including making the characters animated and controllable.
Work was given over to the project lead after the semester, and additional work is planned.