top of page

Robot Enemies

My role in creating the robots was creating the concept art for our 3D character modeler. I collected animations utilizing Mixamo and worked with one of the team's programmers to implement the animations into a blend tree. 

Desgin

The design for the robots was based on a collection of futuristic robots and old steampunk robot designs. I wanted to keep the humanoid shape of the robot, allow for smooth movement, and follow the dieselpunk concept for the game. 

Enemy_Reference_Art.png

Desgin

My goal was to keep a simple shape language of round joints and a relatively simple silhouette. I wanted to create an enemy that was tall and agile. I kept the round heads from the reference images to mimic the function of a hard hat. Given a greater scope, I would want to add more small details like pipes, gears, and bolts. 

Robot_Enemy_Concept.jpg

Creation Oversight

While I did not create the physical model, I provided oversight and feedback during the creation. In the image below, I'm discussing the shape of the model and what is a more appealing silloette. I also worked with her in developing a professional workflow, which involved describing my block-out process, creating individual components, then combining them after they are created, and general typology tips.

Robot Feedback.png

Mixamo Animation and Implementation

Animations for the enemies were created using Mixamo. I collected 13 fitting animations that were implemented using Unreal Engine's blend trees by a programmer on the team.  

Robot_Early_Dev.png

Final Design

I initially textured the model with the base colors, and then it was polished by another texture artist on the team. Below is the final form of the robotic worker enemies in Turmoil 

HighresScreenshot00002.png

© 2035 by Charlie Cash. Powered and secured by Wix

bottom of page