'Aristocrash' Game Assets
Stylized Town Clocktower.
Check it out on Sketchfab below!

Stylized Town Clocktower.
Check it out on Sketchfab below!

Practise Dummy.
Check it out (with animation) on Sketchfab below!

Practise Dummy.
Check it out (with animation) on Sketchfab below!

Steampunk Throne.
Check it out (with animation) on Sketchfab below!

Steampunk Throne.
Check it out (with animation) on Sketchfab below!

Low-Poly Rocks.
Check them out on Sketchfab below!

Low-Poly Rocks.
Check them out on Sketchfab below!

Glowing Green Crystal.
Check it out on Sketchfab below!

Glowing Green Crystal.
Check it out on Sketchfab below!

Low-Poly Gargoyle
Check it out on Sketchfab below!

Low-Poly Gargoyle
Check it out on Sketchfab below!

Wooden Dungeon Door.
Check it out on Sketchfab below!

Wooden Dungeon Door.
Check it out on Sketchfab below!

Stone Crypt Door.
Check it out on Sketchfab below!

Stone Crypt Door.
Check it out on Sketchfab below!

Steampunk Door.
Check it out on Sketchfab below!

Steampunk Door.
Check it out on Sketchfab below!

Rustic Chandelier.
Check it out on Sketchfab below!

Rustic Chandelier.
Check it out on Sketchfab below!

'Aristocrash' Game Assets

Here are some game assets I produced for 'Aristocrash', a co-operative action game in the vane of 'Castle Crashers' but in 3D, developed by Blacklisted.

Blacklisted are a team of final year students at the University of Gloucestershire, who developed the game for their final year game project. As part of my 2nd of study at the University of Gloucestershire, I was required to join one of the final year game teams in a junior capacity to emulate working within a professional game development team. I joined Blacklisted in the role of junior artist and was required to model and texture a number of assets over a period of 10 weeks.

In producing the assets, I was required to work to a low polygon count and to keep all my textures to a maximum of 1024x1024 pixel resolution and export my models and textures ready to be used in Unity. This gave me the opportunity to practise using that pipeline and learn from the final year students any expertise they've picked up in their studies up to this point.

This was a great learning experience for me, both in terms of creating 3D art for games, and working within a game development team in a professional environment. I was required to attend weekly meetings and workshop sessions with the final students to complete my work, up until the lockdown came into effect here in the UK. After which, weekly meetings were held over voice chat and workshop sessions became more ad hoc. This was an interesting challenge to overcome as it certainly made it easier to procrastinate and did cause me to struggle to meet my weekly number of hours. Though, I hope the work I did put in shows despite that.

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