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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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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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