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









































































