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My Contributions

My roles in this project were 3D Modeller, Texture Artist and 2D Concept Artist. 

Inspired by nostalgic horror games from the 2010's, Eye for an Eye is set in a dark forest with an intense atmosphere and dynamic survival elements. Our aim is to create an immersive horror experience using psychological terror through gameplay mechanics and environmental storytelling.

Programs Used: Autodesk Maya, ZBrush, Adobe Substance Painter, Unreal Engine 5.44

The Cabin

I was responsible for the modelling, unwrapping and texturing of the cabin asset. I used Zbrush for the high poly model. 

Polycount: 7107

The Ruins

For the ruins I was responsible for the concept turnaround art, modelling, unwrapping and texturing. The larger models have a high poly version.

Polycount: 122 - 1654

MatchBox

For the matchbox I was responsible for the ideation, modelling, unwrapping and texturing. 

Polycount: 48

Lantern

High poly and low poly modeled and unwrapped in Maya, textured in Substance Painter. Experimented with stylized incorporation of metallic texture. 

Polycount: 847

Birch Tree Prefab

Modeled, unwrapped and textured. Lots of iterations were made of this tree before we decided on this one.  

Polycount: 801

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