Games and Projects



< MAIN GALLERY



Team Size | 12
Dev Length | 9 months
Tech | Unity, Zbrush, Maya, Premiere
Website | http://thatowlgame.com/

As art lead, I was responsible for communicating and refining the visual style of Everend to the rest of the team. All 3D assets, textures, and concept art went through me to make sure they fit within the same aesthetic.

Tasks
● Concept Art
● Texture Art
● 3D Modeling
● Level Design
● Set Dressing
● Public Speaking, PR


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

Together with members from Campo Santo and Minefield Games I helped to create a story driven, atmospheric play experience on a train. I was tasked with concepting, asset creation, and texturing for this rapid-fire game jam.

Tasks
● Concept Art
● Texture Art
● 3D Modeling





Team Size | 12
Dev Length | 2 weeks
Tech | Unity, Zbrush, Maya, Oculus Rift (DK2)
Website | http://veridious.com/

For Veridious, developed in a two week rapid-fire course, I was in charge of taking all concepts developed by the team and translating their ideas into imagery. Ship interiors, its exterior, and our signature creature the 'drydd' all came to fruition from the 2D concepts I created.

Tasks
● Character Concepts
● Environment Concepts
● Level Design
● Set Dressing
● Public Speaking


Team Size | 48
Dev Length | 3.5 months
Tech | Zbrush, Maya, xNormal, Quixel Suite
Website | http://harveygame.com/

The Harvey Game consists of several non-fictional characters important to the history of Harvey Hall. My task was to create Cal Peters, a painter and artist in Residence. During his time in Harvey Hall Cal was about 30 years of age, but his only reference photos showed him to be 60-70 years old; therefore I was not only tasked with his creation but his reverse-aging as well.

Tasks
● Cal's Character Sheet
● Digital Sculpting
● Texture and UV Work



Content © Emily Dillhunt, 2016
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