Angelica De La Cruz

NADIA

— PROJECT NAME

Nadia


— ROLE

3D Design

Texture Design

Topology


— TOOLS

Clip Studio Paint

ZBrush

Autodesk Maya

Substance Designer

Substance Painter

Marmoset Toolbag

Unreal Engine

A senior product with Pulsefire Games, "Nadia," where a young girl must find her way home under siege from Red Army soldiers during the Russian civil war.


The character is that of an AI enemy, a Red Army militant with provided variations in accordance to class.


The environmental assets and props are pertaining to Nadia's family residence and their varying rooms.


More related game assets can be found here.


NADIA SHOWCASE

Set in 1910’s Russia, play as a young girl named Nadia as she finds her home under siege from Red Army soldiers during the Russian Civil War. Due to the upheaval, Nadia experiences an awakening of her telekinetic powers, and must learn to control them in order to escape alive with her family.

RED ARMY SOLDIER

Base materials, model and textures are developed in Substance Painter.


Clothing textures are created with procedural edge painting (curvature maps + smart masks).


Auto-rig and animations are provided by Mixamo.


A cavity + teeth + tongue are added to the model.

RED ARMY BASE SCULPT

Base model sculpted in Zbrush and topologized in Maya Autodesk. Normal and Ambient Occlusion maps baked in Marmoset Toolbag.

RED ARMY CONCEPT WORK

Initial character designs for enemy AI created by Tabby Phillips.

ENVIRONMENTAL PROP ASSETS

Additional assets were made for various rooms of the game's environment. This included kitchen utilities, flooring patterns, furniture, dishware, food, and other accessories.


Assets were modelled/sculpted within ZBrush and Autodesk Maya, and then textured with Substance Painter + Clip Studio Paint. Other needed procedural materials were made within Substance Designer.


More environmental assets can be found here.