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Paranoia

In-Depth Workflow

About

Paranoia is a 3D top-down low-poly stealth horror game where players play as a collage student who has stolen an ancient Aztec artifact from their mentor and has been awakened due to a sound in their otherwise empty student dorm. They now are being stalked by the spirit of the artifact and have to hide from it while assembling the pieces of the artifact to once again contain the spirit.

Contributions

On the project I was the character artist and was responsible for the models of the player and enemies in the game. During the project my responsibility stretched into assisting with the implementation of the models and animations from Maya into the Unity engine. This was my first group project at VFS.

Below is a demo of the game with my character models in-game and animating. 

Video showcasing gameplay from the project

Workflow

Modeling

          The first step in the creation of a character model is to acquire reference images, drawn or downloaded. For this project I created a moodboard for the feeling of the game to have all of the team on the same page, then I sketched out some quick concepts for the player model and enemy monster. The team then decided on a final design for the monster.

MoodBoard.png

The moodboard created to bring the team together
on the game's concept, design, as well as general feeling

ParanoiaPlayerConcept.jpg

Player Model concept sketches

Monster Concept 2_edited.jpg
Monster Concept 1.jpg
Monster Concept 3.jpg

Monster Model concept sketches

Finalized Monster design.jpg

         The next step in creating the models was to bring the concept into Maya and set it up on a plane. From there I start creating the general shape of the model and acquired feedback on it from the team for further iteration.

 

For this project the goal of the models were to use as few polys as possible and still be able to get a big result out of it. As such, speed and integration were top priority and taking the camera perspective into consideration meant that the models themselves did not necessarily need a lot of detail, but still needed to convey a lot of information.

Finalized Monster Model concept decided by the team

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