Insurrection: London

Final Year University Project Thread

The Team:
Dan Field: Environment & Lighting Artist
Harley Palmer: Weapon & Asset Artist
Zuzana Remenarova: Graphic Design & Character Artist
Emile Wilks: Houdini Technical Artist

Freelancers:
Lloyd Hickman: Character Animation
Zachary Allen: Asset Art

(Character animators needed)
We are looking for animators. If you are interested feel free to leave a reply or message, here or on our polycount thread.

Poly Count Thread: Insurrection: London - Game Cinematic - CHARACTER ANIMATORS NEEDED — polycount

Pitch:
Insurrection: London will be a short gameplay cinematic, for a 1980s FPS stealth action game set in a dystopian London. An invading alien force has seized control and trapped the survivors within the city limits. The cinematic is from the perspective of two survivors who have obtained crucial alien technology, that could help the humans fight back.

Story Synopsis:
The gameplay cinematic begins with two individuals who have recently discovered a missing Alien artefact inside a Bank vault. Together, their task is to deliver the artefact back to their hideout. The Streets of London are heavily guarded by an unknown alien military force and in order to avoid a losing battle our protagonists will need to stealthily traverse the environment to reach safety. After an attempt to save their companion, our player’s character is left sprinting for their life.

Character Art:

Environment Art:

Asset Art:

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Hi there @TakableChip5,

Hope you’re well!

Love that character art, very fitting for an alien invasion apocalypse. In fact, every asset shown seems to be fully immersive and thoughtfully crafted. Brilliantly done!

Can we expect a trailer (or any gameplay) to be released anytime soon? :slight_smile:

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Hi @PresumptivePanda,

Thanks for all the kind words, we are incredibly happy with how the character and all of the assets are coming together!

This project will be essentially a cinematic gameplay trailer, aiming to emulate what this game could be like. The cinematic will be released in May 2023.
Although, we will be posting updates for the project regularly here so that anyone can keep up with the development of the project :slight_smile:

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Looking great. Really looking forward to seeing more on this project.

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Can’t wait. Happy developing in the meantime :slight_smile:

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Here are some renders of Vikki (companion character): finished hairstyle (25k tri), retextured face, added tattoo
final renders will be made for posters and game trailer release.


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rigged character (with advanced skeleton) in maya viewport, repainted weights

facial animation will be done with LiveLink
wip base sculpt of the alien

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Beta project video!

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Hi, that is an amazing Beta!

Couple of things, plants next to the car look like floating dirt. And the Van looks like an American GMC rather then a UK Ford transit but i might be wrong?

I can not wait to see the next update, feel free to make one every couple of weeks :slight_smile:

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Hi littleclaude,

So the Van asset is based on the 1980 Bedford CF van which was, according to research, one the most popular vans in the UK in the 80s. I also modelled the van directly based off a model owned by a car enthusiast located in the UK to be sure.

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Research, I like it - whoop whoop! well done. You’re clear to carry on, lol! :wink:

I can not wait to see an update!

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London Underground Progress

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Hi,

This is looking spanking! honestly its amazing work, please keep this thread updated.

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Alien Progress:
finished mesh before applying crab texture height details and other additional details before texturing starts
I was partially still concepting during base sculpting which explains the time length devoted to this part of the process.
While creating base/secondary and tertiary shapes, I used human anatomy - Anatomy for Sculptors’ unified and simplified shapes of anatomy helped me a lot when deciding how to approach the alien. I also looked at Marco Plouffe’s humanoid robots to study how he approached stylising the anatomy.

Rigging and movement of the alien:
Visual and movement origin off of a crab
The upper body of the alien is mostly made out of crab shells or weird alien skin with hard-surface armour which is either on top or directly connected to its shells or muscles for higher protection.
The lower body and legs are almost fully robotic - which also applies to its movement and rigging - limited rotations etc.

Further research:
I studied industry professionals (like Jared Chavez) on how they approach texturing non-human creatures and other artists on hard-surface workflow - concept sculpt → clean hard-surface → to retopologised & optimised mesh for games (I also made some notes to memorise it well for future use)
I also gathered brushes, meshes for crab reference, textures, and alfas I will be using for either sculpt details (with noise maker or for manual placement) and for texturing microdetails in Substance Painter.


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Amazing break down, can not wait to see the updates.

Hi

Did you make a final edit?