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Team | 5
Dev Length | 51 hours
Tech | Unity, Photoshop, Maya
Website | https://bburbank.itch.io/discharge

Ben Burbank - Programming
Emily Dillhunt - Environment Art
Lindar K. Greenwood - Sound Designer
Samuli Jääskeläinen - World Building and Programming
Sean Vanaman - Writing and Twine

Tasks
● Concept Art
● Texture Art
● 3D Modeling

"Vanaman and Burbank are working on a yet-to-be-named first-person "energy distribution" puzzle game. It'll offer some action mixed in with a short story, and "we'll see if it's any good," Vanaman says."

-Polygon









It's amazing what you can achieve when you put your mind to it, especially when you're stuck on a train for two and a half days with no internet. Discharge was a concept concieved by Ben Burbank and Sean Vanaman of Campo Santo. A student at the time, I was asked to join to fulfil the team's missing 3D art role. Shortly after, we were approached by Samuli Jääskeläinen of Mindfield games who expressed interest in joining as well. It was the perfect storm and left us all to focus on our area of expertise. For Discharge, I created all in-game textures (save the floors and ceiling) as well as most 3D props seen in-game.

Because the game's development cycle was extremely short and the time allowed for proper research was even shorter, all preemptive design was expedited. A mood board was created and passed on to the rest of the team for acceptance and then some rough notebook concept sketches were done for various elements of the environment to ensure cohesion across the whole in terms of shape language, scale, and design influences. After that, it was straight into asset creation.




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Content © Emily Dillhunt, 2016