
GAME DESIGN
UNIVERSITY FINAL YEAR PROECT: SHADOW ISLAND
Shadow Island is a dystopian survival game inspired the world's most secluded tribe - the Sentinelese . It is an open world, multiplayer game which requires teamwork, survival and... curiosity?


Game Story, Research and Pitch
CONCEPT
Shadow Island is a dystopian survival game inspired the world's most secluded tribe - the Sentinelese . It is an open world, multiplayer game which requires teamwork, survival and suspicion.

Modelling and texturing
GAME ASSETS
Character and environment assets where modelled and retopologised in Maya. Detailed textures were baked in Zbrush for gameplay optimization and the 'Builder' character was auto-rigged in Mixamo.

Testing and iterating
GAMEPLAY
I coded UI elements, movement and interaction mechanics through blueprints in UE5. The demo fulfilled my brief, acting as a vertical slice to demonstrate the games core survival mechanics.

Post production
EDITING
Enhanced visuals by implementing sound, music and after effects to create cracking ice overlay.

Design Process
ANIMATION
3D modelling in blender. Texturing products, lighting and rendering animation.

Initial Idea and storyboard
CONCEPT

This year may bring a surge of energy and motivation, propelling Aries towards their goals with determination and enthusiasm. You may feel a strong sense of independence and a desire to take charge of your destiny. Overall, this year holds the potential for significant growth and success. Stay focused, remain true to yourself, and embrace opportunities.
Story, Research and Pitch
CONCEPT

After defining the storyline and type of game I wanted to create, I began with research and sources of inspiration. into the .world's location tone, artistic style
Modelling and texturing
GAME ASSETS

Character and environment assets where modelled and retopologised in Maya. Detailed textures were baked in Zbrush for gameplay optimization and the 'Builder' character was auto-rigged in Mixamo.
Testing and Iterating
GAMEPLAY

I coded UI elements, movement and interaction mechanics through blueprints in UE5. The demo fulfilled my brief, acting as a vertical slice to demonstrate the games core survival mechanics.

