Auxilium

This was the final concept sheet I created for the tank character for our game. I was also in charge of modeling and texturing this character.

This was the final concept sheet I created for the tank character for our game. I was also in charge of modeling and texturing this character.

Refined silhouette concept sheet of the tank character. He originally had a crystal powered ax, but we decided to give him an arm cannon instead.

Refined silhouette concept sheet of the tank character. He originally had a crystal powered ax, but we decided to give him an arm cannon instead.

Once the team decided the tank character would be an insectoid character, I did some silhouette explorations which would led to the final design of the character.

Once the team decided the tank character would be an insectoid character, I did some silhouette explorations which would led to the final design of the character.

Once we got the premise of the game and some of the general mechanics we wanted to have, I created some character sketches so start exploring some designs.

Once we got the premise of the game and some of the general mechanics we wanted to have, I created some character sketches so start exploring some designs.

Weapon silhouette exploration for the sniper and assault classes.

Weapon silhouette exploration for the sniper and assault classes.

Initial weapon sketches for various roles.

Initial weapon sketches for various roles.

Auxilium Trailer

Auxilium is a 4v4 capture-the-flag shooter. The development team created four levels and four unique class-based characters over our four month development cycle.

As part of the character team, I made concepts of weapons and characters. As development went forward, I was responsible for creating our tank class character. I created his 2D concept, the 3D model (arm cannon done by Logan Talbert), and the textures. I also worked on texture refinement of some of the props and rogue character.

Team Size: 50
Engine: Unreal Engine 4