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Shadow Burglar

During the last months, my teammates and I have been working on Shadow Burglar, a third person stealth game happening in the 1920s! The game is on Steam for free, so feel free to go check it out!
Link for the Steam Page of the game: https://bit.ly/3ATFU1x

In this project, I was responsible of the modeling of the enemies also called the guards. I made 4 out of the 5 variations appearing in the game, the other one was made by a teammate based on the props and body I already modeled. The goal was to create enemies that would fit in the 1920s in a train station as well as a ship like the Titanic.
This project really pushed me to learn a lot with Marvelous Designer. It's a software I always wanted to try out and I had the opportunity to make 4 awesome outfits with it for this game!
Finally, I want to thank my Lead Character Artist on the game, Chantal Prentice, for giving me all those tips and tricks and for all the comments she gave me in order to improve my models! She also did the fifth guard variation in the game.
https://www.artstation.com/chantalprentice
Andrée-Anne Omoruyi made the concept art for the guards!
https://www.artstation.com/andreeanneo
https://www.artstation.com/artwork/d048yx
And Naomie Fontaine did the texture of some of the guards!
https://www.artstation.com/naominou
Frédérik Prévost did the lamp model that the guards use in the game to detect the player!
https://www.artstation.com/frdrikprvost
Finally, Rosie Lavoie made the texture of that lamp!
https://www.artstation.com/rosie_lavoie

Character Texture: Chantal Prentice
Lamp Model: Frédérik Prévost-Paquin
Lamp Texture: Rosie Lavoie

Character Texture: Chantal Prentice
Lamp Model: Frédérik Prévost-Paquin
Lamp Texture: Rosie Lavoie

Character Texture: Naomie Fontaine
Lamp Model: Frédérik Prévost-Paquin
Lamp Texture: Rosie Lavoie

Character Texture: Naomie Fontaine
Lamp Model: Frédérik Prévost-Paquin
Lamp Texture: Rosie Lavoie

Character Texture: Naomie Fontaine
Lamp Model: Frédérik Prévost-Paquin
Lamp Texture: Rosie Lavoie

Character Texture: Naomie Fontaine
Lamp Model: Frédérik Prévost-Paquin
Lamp Texture: Rosie Lavoie

Character Texture: Myself
Lamp Model: Frédérik Prévost-Paquin
Lamp Texture: Rosie Lavoie

Character Texture: Myself
Lamp Model: Frédérik Prévost-Paquin
Lamp Texture: Rosie Lavoie

The goal was to reuse as much as possible between the characters in order to accelerate the production process.
I modified the facial features of the base body mesh and added accessories/clothing so they would each have their own personality!

The goal was to reuse as much as possible between the characters in order to accelerate the production process.
I modified the facial features of the base body mesh and added accessories/clothing so they would each have their own personality!

(The hair is around 15,000 triangles)
The goal was to have optimized characters that could be dupplicated a lot throughout the game levels without affecting the optimization too much, which means they needed to be low in terms of topology!

(The hair is around 15,000 triangles)
The goal was to have optimized characters that could be dupplicated a lot throughout the game levels without affecting the optimization too much, which means they needed to be low in terms of topology!

These are the references I used throughout the whole production of the guards. I have images of 3D models, the established art direction,  the main character of the game, real life outfits, etc. to help me produce the best characters I can.

These are the references I used throughout the whole production of the guards. I have images of 3D models, the established art direction, the main character of the game, real life outfits, etc. to help me produce the best characters I can.