Tin Hearts

Launch Trailer

Industrial basement scene. A gallery of assets I worked on as well as a couple of "design prototype assets" namely the machines at the rear of the room

Industrial basement scene. A gallery of assets I worked on as well as a couple of "design prototype assets" namely the machines at the rear of the room

Old Bicycle

Old Bicycle

Potion bottles

Potion bottles

Animated toy windmill

Animated toy windmill

Walls and features

Walls and features

Bottles (safe to drink from)

Bottles (safe to drink from)

Tin hearts bedroom scene. Worked on most of the assets in this scene with the exception of the floor and a couple of other assets that I modified and re-textured (bed & wardrobe)

Tin hearts bedroom scene. Worked on most of the assets in this scene with the exception of the floor and a couple of other assets that I modified and re-textured (bed & wardrobe)

Bedroom scene - Close-up 1

Bedroom scene - Close-up 1

Bedroom scene - Close-up 2

Bedroom scene - Close-up 2

Bedroom scene - Close-up 3

Bedroom scene - Close-up 3

Tin Hearts

I worked on the Tin hearts project as a Lead Artist in multiple environments, with a blend of responsibilities between Environment and Technical Art. This was such a fun project to work in alongside a talented group of developers and artists.

Note that the original project was made in Unity, however the items on display here have been ported to UE5 as part of this showcase. The bed, door and floor assets were originally made by the talented artists at Rogue Sun with retexturing and geometry modifications by myself.

Key Art/Logo by Rogue Sun

Roles:
Environment Props and structures
Procedural Textures (Substance Designer)
Modular asset creation
Optimisation and VR testing (LOD & Atlas creation - Switch, Quest 2)
Lighting set up (Creating lightmap UV's and testing lighting bakes in engine )
Artist Management

Duration:
14 Months

Platforms:
Consoles (PS, Xbox, Switch)
Meta Quest
PC