Shaun Loh Xian Feng
Game | Narrative Designer
Scrap brawl 3d
Artist | Level Designer
The Game
ScrapBrawl 3D is a 3D, third person game where players drive a fully customisable vehicle-of-war.
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As Scrappie, players complete missions and overthrow the oppressive Helios Clan and win back the freedom for the desert wasteland.
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Try the game!
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Project Duration
7
Months
Team Size
7
Game Engine
Platform
Responsibilities
Artist
- Primarily worked in 3DS Max and Photoshop for creation of assets
- Modeled over 20 modular weapon parts for the vehicle.
- Multiple iterations of models and textures to fit the theme of the game.
- Parts also include some enemy parts and structures.
- UV mapped the models for texturing.
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- Created thematic props to populate the world.
- Props created are aimed to fit a post apocalyptic wasteland.
- Props include present day elements as well as remnants of the old world.
- Studied various modern materials to get a grasp of plausible props.
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- Created the game logo.
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- Created weapon and parts prefabs in Unity for use.
- Animated certain parts using Unity's Animator.
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- Worked with Unity's particle effects system.
- Created some particle effects such as indicator rings.
- Enhanced some particle effects made by Ye Jia.
- The effects were bullet trails that were too flashy for the game's theme.
- Toned down the effects while maintaining a level of power and intensity.
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- Created a series of promotional posters.
- Features minimalist art and striking colours.
- Comes in a set of 4 posters.
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- Collaborated with other artists to create final weapon parts.
- Built base models and textures based on Ean Koh's concept art.
- Textures were later enhanced by Ean.
- Implemented the models into Unity.
- Worked with programmers to ensure the prefabs worked smoothly.
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Inspired by the minimalist art of ChungKong. This piece showcases the game's antagonist and his tagline.
Level Designer
- Created 2 levels for the game in Unity.
- Levels created follow a central theme, e.g. destroy or escort.
- Created critical paths and side paths for exploration.
- Placed enemy spawn points at chosen locations.
- Creates moments of adrenaline and rest so players remain in a state of flow.
- Used lights to denote key areas.
- Different colors used to denote hostility and danger levels.
- Train level was conceptualized and built from paper to Unity.
- Central theme is escort.
- Blocked out the level with terrain tool.
- Filled the level with props.
- Collaborated with Justin Lau to fill the level with encounters and enemies.
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- Factory level was conceptualized and major points were marked out.
- Placed the goal in an obvious place to attract players' attention.
- Planned out flow of the game.
- Level was later shortened by Wei Kai but kept the original elements.
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- Used Unity's terrain tool to create levels with varying elevations.
- Painted said terrains, focusing on creating visible roads to guide players.​
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