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Digital Animator and Artist
3D Horror Environment Concept
This is a final project I worked on to not only serve as a concept piece for a horror game idea I have, but also as a way of testing out if I could make a 3D environment in After Effects out of psd files.
Standard Brick Wall
For this texture, I overlaid an image of an actual brick wall and traced over it so the brick sizes would be a little more orderly
Painted Brick Wall with Door
Here I added a poster which I compiled from various X-rays and changed the color from grey to blue. The monkey head on the right is actually based on an illustration that would constantly appear in an advert for a crime thriller show on Russian television when I was little.
Brick Wall with Graffiti
With two quick illustrations I whipped up in Photoshop as well as a poster that references the infamous logo from the Russian TV production company, VID.
Heads Up Display
Rough concept for the inventory screen as it would appear in the game, displaying the character's health, morale (sanity), and stamina.
This is what I used for the floor in the video, without the buildings erected on top of them. I used two different concrete textures and laid them on top of the floors used for the street and alleyway.
Before and after it gets cut.
Based on an actual nightmare i had as a kid, where I saw a person lying unconscious with a crooked smile on his face as blood leaked from his eyes.
This is also meant to be from the same nightmare I had as a kid regarding the Infection Victim (see previous pic). For this image, I used two different paper textures- one being a crumpled paper texture, and the second being a dirty paper with a tire track on it.
The eye with the "F" in the iris is meant to be an in-game prompt for the player to press the F key so the character would look closely an item or object and give their observations. There would also be an animated prompt appearing as a hand with an "F" in the middle of it, meaning the player could press the F key to pick up an item or interact with it.
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