2D Game Art

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Student Entries

Professional Entries

3D Game Art

Student Entries

Blood Blossom Grove (Student 1) - “Blood Blossom Grove” is a mystical and haunting 3D scene that transports viewers to a world of dark magic and eerie beauty. At the center of the scene, a monolith with magical red crystals embedded in it supports a cherry tree covered in vivid blue “Blood Blossom” flowers with a glowing red border. Surrounding the tree are remnants of forgotten architecture, all placed on a floating rock platform. Blood blossom petals gently float to the ground as dark red clouds ominously loom in the background. The scene evokes a sense of mystery and foreboding, as if viewers are witnessing something that they were never meant to see.
Tactical Revolver (Student 2) - A tactical revolver on a stand. The model is set up with animation ready pivots and separate texture sets for the attachments. Check out the Sketchfab page for a quick process breakdown!
Doll House in Case (Student 3) - An old case transformed into a two-store doll house, inspired by real-life doll houses. Some were carried in cases, some were not, but all could tell their original story. Every little asset was created to be played with so I wanted to create my doll house in a way that any game designer would want to play with its contents! The model was created as a final project (diorama) for the 3D modeling class I took last year.
Hand Rose Key Bishop (Student 4) - This spooky diorama was produced in Blender, Substance Painter, and Substance Designer. I had a lot of fun sculpting the hand, and after the retopology texturing, and rigging I started to build a scene around it. Disembodied hands make for a great monster and by adding a few props for the hand to interact with, I tried to suggest a larger haunted house backdrop.
Violet Steele Caught (Student 5) - Violet Steele caught, taken down, and electrocuted by an enemy robot. Violet Steele is the protagonist of a project I am the artist for. In this submission, the characters have been 3D modeled, rigged, and animated, which is all my work.
Growing Pains Character (Student 6) - I created this character for my group's capstone project and this is our main character you get to play as in our game.
plunder! (Student 7) - This is the asset I made in two weeks for 3d modeling and animation that I made in 3ds max. This is my first time putting uvs on models. I wanted a charred, and burned chest for my project because fire is neat (more so, i like “weathering”). I spent some time painting materials like the charred part. And I'm pretty happy with how it turned out.

Professional Entries

Kight Dragon (Professional 1) - The Kight is a creature evolved from a fierce ecosystem and harsh sunlight. Four Wings are used for shade and flight amidst its hunting lifestyle. The model was made in ZBrush, textured in Substance Painter, and Rigged in Blender for use in UE5 Cinematics.
Medic Helmet (Professional 2) - A medic's helmet with a slight bonk. Made in Maya, Zbrush, and Substance Painter.
At the Edge of the Bluebell Field (Professional 3) - Under the gnarled tree is a lovely place to rest, looking out over the field of swaying flowers. I created this small diorama out of some of the assets I created for a larger scene in progress. Models were made in Maya and ZBrush, and the textures were made in Substance Painter and Substance Designer. For this diorama, I wanted to make a scene that was tranquil and serene, compared to the eerie mood of the other scene. The scene is set in Scotland, which inspired the choice of foliage and materials, all of which are native to that area.
Tara, Concept Character (Professional 4) - The original design for this character was done some years ago by Weerawan Mapithak. I just happened to find it when looking at fan designs and loved it. I did some interpreting on the less clearly defined elements of the concept, and added some texture to the materials.

Photogrammetry

Student Entries

3Destruction - 3D Photogrammetry Dragon (Student 1) - This photogrammetry 3D model features a fierce dragon perched on top of a ruined building, breathing fire onto the rubble below. The dragon's scales and horns are intricately detailed, with vibrant purple and gold hues that contrast sharply against the dark gray tones of the destroyed building. The model's level of realism and detail makes it seem as though the dragon could leap off the screen at any moment. This artwork showcases the impressive capabilities of photogrammetry technology to create detailed and lifelike 3D models. It's a stunning example of how technology can bring mythical creatures to life in a way that was once only possible in our imaginations.
Totem Diorama (Student 2) - This is a small diorama that was created using photogrammetry techniques. The totem was created using RealityCapture, which allowed me to generate a high-quality 3D model from multiple photographs. To create the foliage and ground textures, I harvested some wild grass and took photos of the surrounding area. I scanned the grass with a document scanner, and then converted all of the photos into textures using Substance Sampler, Photoshop, and xNormal. I used Blender to retopologize the totem, create supporting meshes, and scatter the grass cards. I hope you enjoy my work, I'm thrilled to have the opportunity to showcase it here!
Grape Rat Photogrammetry (Student 3) - Photogrammetry piece of a small statue. Used reality capture to create the high poly model, then retopologized in maya using quad draw. After I brought it into substance painter to finalize the texture.
Colorful Giraffe (Student 4) - Located on the Front Street Roundabout in Clayton, NC, this metal giraffe is made of repurposed materials, “things with a history”, just like all other works by Jonathan Bowling. The sculpture is about 15 feet tall, so taking photos required a ladder, a stick, and three attempts to take photos. There was no chance for the fourth one as the sculpture was removed the next day, proving again that photogrammetry is so vital as a way to preserve things. The giraffe is hollow inside, which gave a lot of challenge topological-wise. Some parts got lost because of the complexity of the object and were remodeled manually. The head had to be aligned and added separately. Each attempt to retopologize in ZBrush took 5-6 hours and produced 200+k faces, so I sacrificed edge flow for a lower polygon count and reduced it even more in Maya. The model was unwrapped manually as painting had to be added on top of the original reprojected textures in Substance. And so, Colorful Giraffe can be seen again.
Porcelain Dragon (Student 5) - This is a photogrammetry model of a porcelain dragon figure. The object is shiny, so I sprayed it with chalk to make it easier to capture. After that I created the model in Reality Capture, cleaned it up in Zbrush, UV unwrapped it in Maya, and textured it in Substance Painter.

Professional Entries

North Carolina Nature Still Life (Professional 1) - A still life of an artist’s collection of forest artifacts. All the items in the collection are from North Carolina.
Embermane Deer (Professional 2) - Photogrammetry scan of a deer statue retextured to be consumed by fire. It walks among the lava fields searching for Lava Cactus to nibble on.