Beauty Render of Rover
Beauty Render of Rover
Beauty Render of Rocket
Beauty Render of Rocket
Control Panel Screenshot
Control Panel Screenshot
Gameplay Screenshot
Gameplay Screenshot
Gameplay ScreenShot
Gameplay ScreenShot
Animation ScreenShot
Animation ScreenShot
Blueprint
Blueprint
Blueprint
Blueprint
Astrofactz is a 3D puzzle game designed with Unity3D. What started as a fun day at the intergalactic Astrofactz museum is quickly turned on its head as disaster strikes. Priceless artifacts are scrambled around the museum as the curators rush to repair the damage. It’s up to you to piece together the space artifacts to help bring ancient history back to life.
This was about a six month process with a team of 17 interactive media students tasked with creating an experience/game for Bradley University's Interactive Media Department Showcase called FUSE. I was the team lead for this experience which entailed coordination with my team's leads for art, programming, and design. Coordination with the showcases producers as well to keep on schedule and focused on needs to be met.
Some responsibilities of mine was keeping the group atmosphere up during hard technical times and quick deadlines that was out of my control. Since I'm more art educated, I helped out with the Art and Design Team a lot. I supported them through constructive feedback and trained some of them how to set up a 2D rig for animation. I also took on some art tasks myself to help with the tough deadlines and lack of help. I animated the introduction cut scene, and polished the UI Assets (buttons and blueprint pop out). With 3D, I polished the 3D rocket texture and created the artifact animations. Finally, I helped teach other artists about the 3D generator of Voronoi Fracture which I used to break up the models into pieces. I also went out of my comfort zone and voice acted for my first time ever. I did lines for Stella the Star in the Animated Cut scene.
This was definitely a learning experience, and it gave me the realization that although I liked production, I wouldn't prefer producing games over animation. I thoroughly enjoyed producing the animated cut scene, UI screens, and 3D models over the actual game play. And, I felt like I was more in my element when I was producing those aspects. I'm really proud of what we were able to accomplish despite tough difficulties of working in a 17 person group over 6 months and technical difficulties.
Created Oct 2021 - April 2022.

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