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  • Posted by Zoe McNeany
    Set of stylized Asteroids created as environment props for "Max Mustard" From Toast Interactive. 
  • Posted by Zoe McNeany
    Prop Model of a target & target activated blockade wall used in "Max Mustard" by Toast Interactive. 
  • Short epic orchestral piece. https://dragor.bandcamp.com/track/worlds-collide Colour Guide: Orange - Horns Purple - Trumpets Pink - Trombones Red - Low Brass Dark Blue - Piano Blue - Soprano Voice Yellow - High Strings Green - Mid/high Strings Light Blue (lower) - Low Strings Animation created by the Music Animation Machine. http://www.musanim.com/player/
  • Made this for a contest, Comes in at just over 8k tris. We had to make a hand plane so I chose the beastiest one I could find.
  • Concept art by Ben Mauro. http://benmaurodesign.com/
  • Some quick game assets for a 2D Platformer I created on a side project at my company.
  • Some in-game vector illustrations for the game Big Farm.
  • Some Main Dialog backgrounds I created for the web browser game 'Big Farm'! They are entirely in vector.
  • This project is my recreation of Dark Souls 3 in Unreal Engine 4. I picked an area that interested me and I modeled, textured, and did all the lighting in the level. While playing this game I have continuously been amazed by the detail and style of the environment artwork. I realize that they do this through clever use of efficient modular assets. My goal was to create this with about 90% accuracy to the original game assets and about 10% added or slightly altered pieces and my own ideas. I…
  • Study I did in order to better understand the process of scanning an object and taking it through production pipeline and author it as a game ready prop. More of my work can be found at the link below.
  • SightlessVR is a virtual reality horror game for the HTC Vive made as a major uni project @ AIE Melb. The game has drawn inspiration from various horror games and films, with the idea in mind of doing horror in a more unconventional way, the "enemy" can locate you by sound you produce when interacting with objects, but can't see you, hence, the name of the project :] As sole artist on this project, I was responsible for all visual aspects (* see exception below), performance optimization (art)…