Showing posts with label Environments. Show all posts
Showing posts with label Environments. Show all posts
Saturday, June 22, 2013
3D GAME | LAUNCH TRAILER
A look at the real-time 3D assets, textures, and materials I have generated for the game.
Wednesday, May 22, 2013
3D SHORT
STUDENT FILM. UNIKIL
I directed a short student film during my senior year in college. I had the chance and privilege to lead a team of 6 people. I have designed, lit and rendered all of the shots as well as setup the 3d pipeline. As for the characters, environments, texture work, rigs, and concept designs, it is fair to say that pretty much everybody has stepped out of their original responsibility and contributed to all aspects of the creation. The film was originally over 5 minutes long but never made it past the 3d animatic stage because of time constraints. This is an edited down version of the the original trailer.
The opening shot is a dolly that establishes the mood and setting.
Same location, different shot with altered lighting and mood...
The dolly gradually reveals amid the ruins, what appears to be the location of an ancient battlefield. A good old warm vs cool color scheme is used in order to detach the background from the foreground.
And yes... It's not the most original story in the history of film making to say the least, but what it gave us in return, is a well established narrative arc against which to challenge and refine our skill set.
Please enjoy it for what it is : An honest attempt !
Credits: Wonjin Kim, Cody S. Laine, Marisa Gonzales, Ricardo Tena Jr, Jennifer Gilliland, Roberto Joaquin Rodriguez, Salim El Harizi.
Monday, May 20, 2013
GAME RELEASE - CRITICAL ACCLAIM!
I couldn't resist editing all of the amazing reviews into one place. Try it out !
Download the game for free now and see what the fuss is all about !
This is not a ball game. : https://itunes.apple.com/app/this-is-not-a-ball-game./id488908318?ls=1&mt=8
3D GAME - BEHIND THE SCENES
Excited by the overwhelming praise the game's visuals attracted, I thought I would post a few screenshots and talk briefly about the art and a few key concepts behind its realization. I was responsible for developing the visual look, 3D assets, illustrations, logo, textures, rigs, animations, and assembling it all in Unity 3D. I also directed the efforts of two talented artists, Laura Franke and Tan Tantakosol in generating a large part of the UI elements and in-game cut-outs.
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| The logo and identity was inspired by a famous painting by Belgian painter Magritte. Art Nouveau inspired motifs enforced continuity throughout the wide variety of artistic elements. |
| The exterior scene mirrors the look and feel of its interior. |
| A cool vs warm color palette was used in order to keep the player's attention on the center stage. |
| Different levels required different lighting scenarios and additional texture work. |
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| Colliders, and triggers |
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| Posters give you something to watch during loading time and help build intrigue. |
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| Reminds you of anything? |
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| The main menu is set against an animated environment. |
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| The camera moves in a set of cinematic angle |
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| Atmospheric components such as fog lights and halos in conjunction with a wide angle camera lens give the impression that the scene is much bigger than it actually is. |
Let's end this post with an in-depth tour of the game's mechanics and core concept with Absurd interactive CEO Sean Hart.
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About Me
- Salim
- I am a digital sculptor and 3d generalist with a profound fascination towards human anatomy, lighting and story telling. I was the lead artist and art director at Absurd Interactive on "This is not a ball game.", a title released this spring on iOS. I am currently living in Redmond, Washington,USA. I am fluent in French, Italian and English.




















