I pre-produced the game’s gameplay trailer, from planning, pacing and production delivery. It was designed as the key marketing piece for the planned launch and focuses on showing the tone: cute animals, big explosions, zero seriousness.



UI / UX & Branding

I designed the WildShot logo and made the whole UI language around it: Hand carved wood wild west aesthetic with warm orange and brown tones, chunky rounded lettering and screw details that match the game’s cowboy, cartoon feel.

Everything being designed for fast readability in the middle of a firefight.

Delivered UI:

Main menu (Play, Settings, Credits, Exit)

In-game HUD

Pause menu

Loading screen


Animated Main Menu

Rather than a static background, the menu is a live 3D scene: a deer stands on a cliff looking out over the valley while the camera, all running real time inside Unreal. It’s the first thing players see, so I wanted it to set the tone immediately: cute, colorful and a little goofy.


Character Design
The “Animaniacs.” Our playable characters have oversized heads, tiny bodies and big expressive silhouettes. Making them cute was the whole joke: the cuter they look, the funnier it is when they start shooting. They had to read clearly from a third person camera at gameplay distance, so I prioritized strong shapes and clean color blocking over fine detail.



Environments.
Lush green fields, stylized trees, abandoned cars, rocky cliffs and give the game a bright, playful look that contrasts with the post apocalyptic story. Props were modeled low poly and textured to keep a consistent style across the scene. Note that due to the tight dead line some royalty free assets were used


WILDSHOT

Thesis project - Unreal Engine 5 - Team of 3 A low poly cartoon arena shooter where cute, big headed animals settle their differences with guns. Overview: In a post apocalyptic world run by animals, society has found a very healthy way to blow off steam: annual war tournaments between species. Deer, foxes, penguins, crocodiles and even a robot fish step into the arena to prove who rules the wasteland. WildShot was our university thesis project, built in Unreal Engine 5 by a three person team. A full multiplayer shooter with Team Deathmatch, Free for All and Capture the Flag, class abilities (Light, Medium, Tank), and a roster of over 30 animal species across themed maps like a giant forest, an arctic glacier, a beach and a Mars base. This was a student project with a small team and a tight timeline. What exists today is a playable prototype with a wave survival mode, not the full game. I’m proud of what we built, and I’m showing it here because it’s a solid sample of my visual and technical art work. My Role: 3D Art, UI, Trailer & Tech Art: I focused on everything the player sees and feels in WildShot: - 3D asset creation (characters, props and environment pieces) - Texturing and material work - Full UI/UX design and implementation - Logo and branding - Trailer production - Tech art systems (loading screen, visual effects and more) - Real Time Main Menu - Project infrastructure: GitHub repository setup and Unreal Engine project organization Art Direction: The goal was a Low Poly 3D Cartoon style with a goofy tone: readable shapes, saturated colors and characters with personality, all in a world that looks friendly while the everything is chaos. Tech Art & Visual Effects: Beyond static assets, I built several systems that bring the game to life: - Loading screen system - Death effect and death screen - Materials and shaders to keep the low-poly look consistent under UE5’s lighting (Lumen, Nanite and ray tracing were part of the target tech) - Asset optimization and integration for Unreal - Baked build for release Gameplay & Systems (Team Work): While my focus was art, UI and tech art, I worked within a team that delivered the gameplay foundation: - Wave Mode: an endless, replayable survival mode where enemy counts scale each wave - Shooter mechanics: movement, sprint, jump, hip-fire and aim, plus a weapon and ammo system - Enemy AI: a basic patrol and chase behavior system with different weapon types - Game flow: pause menu, stats tracking (damage, kills, deaths) and wave progression - Design scope: class abilities, game modes and species roster planned for future development What I Learned: - Keeping a consistent art style across characters, props, UI and effects - Optimizing assets for real-time use in Unreal Engine 5 - Designing UI that works at gameplay speed - Collaborating with programmers and designers, and integrating art into a live engine project - Scoping realistically: planning a huge game is easy, and shipping a small, solid piece of it is the real skill - Setting up and maintaining a GitHub workflow for an Unreal Engine project, including handling GitLfs - Structuring an Unreal project so multiple disciplines (art, UI, programming) can collaborate without conflicts Tech Stack: Unreal Engine 5.3, Blueprints, UMG, Niagara, Git, GitHub, Git LFS Blender, Substance 3D Painter, And Adobe Creative Suite (Photoshop, Illustrator, Premiere) Status: Early prototype. The wave mode is playable, and the planned multiplayer modes, class system and additional maps remain future work.

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