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This model was for a game development project named Razor Cyclone. Our first priority was to create an aesthetic that is entirely new, so we went with a steampunk with bright colors. However things are changing so the final product will not be at all what is presented here. 

conceptsofaplan.jpg

Here is some of the concept art. Currently we are pushing for a more hardcore aesthetic, the one that I attempted to go for here not exactly fitting the past-pace heavy action of the game. 

Above is a rough blockout of the game's map with a lot of these rough platforms and bases, making it a unique challenge. 

Here are some textures I played with alonsgide what it looks like in the viewport. The geometry nodes has its own length, width, and height that determines how large the structure is, alongside the seeds that randomly determine what wall pieces appear on the floor level or above. 

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