Splinter
Game Overview
Project Role
Responsibilities
Splinter is a gothic action-based hack n’ slash game. You play as Splinter, awakening within the belly of an ancient, enormous beast named Cathedrus. Fight your way through a living environment and a horde of cultists to get the answers you seek…
As is the nature of smaller projects, I wore many hats on this project. My primary responsibility on the project was Design Lead.
Overall Level Design quality
“The Crown” - Infinite Battle Colosseum Game Mode and Level
Lighting
Sequenced Cutscene direction & creation
game Trailer
Cutscene work
Level Art
Lighting
3D Modeling
Documentation
Game Trailer
Cutscene work
As part of the work involved in Splinter, I was responsible for coordinating with the narrative team and other level designers to integrate our 7 cutscenes throughout the game. Ensuring the creative vision of the game was met.
Level Art
Lighting
When it came to lighting, I was responsible for the lighting across the entirety of our game in terms of both direction and actual placement across 5 levels, 2 unique scenes, and custom cutscene-based key lighting within sequences
3D Modeling
As part of my responsibilities on the project, I modeled the game's two primary weapons: the scythe and spear. Each asset began with a proxy model to establish its overall form and proportions before being refined into its final high-quality mesh. The finished models have triangle counts of approximately 6K for the scythe and 9K for the spear.
Documentation
A major responsibility during the development process was starting and maintaining documentation for all aspects of the game. Keeping the documentation relevant became very important for when the design team passes along information to the programmers for implementation to ensure that the original vision is met.