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FIEA Ventures - "Haunted" (2022)

This is a collection of art assets I created during my final semester at FIEA, as part of the FIEA Ventures program. In this program, groups of students got together to work on a lightly guided one-semester project, focusing on creating a proof of concept for a larger project later on to sell potential employers and investors on their skills. I found myself on a group creating a demo for a game called "Haunted" - a virtual reality escape room/puzzle horror game where they player takes on the role of a ghost trying to rediscover their past, which the project lead, John-Mark Allen, intends to work into a franchise later.

For the scope we were given, we created the first area in the game, The Crypt, which has the first two puzzles in the game. Being an environmental artist, I didn't have much involvement with the gameplay side of things, but I certainly did make a ton of art to help decorate the eerie environs of the crypt. For the most part, these are textured 3D models of the various important or interactable items in the crypt, but I did also create a few decals to add extra visual spice.

You may have noticed that some of the objects have two texture variants - normal and scary. This is a holdover from a mechanic that was proposed early in the project that never quite made the cut - over time, objects in the game were meant to shift from their default texture to a stranger one, to give a sense of escalating threat and otherworldly atmosphere. This ultimately got scoped out due to various technical issues, but the alternate textures I made for them are still there, and are still looking great. And so is everything else I made, here, too - my art assets were well received by my teammates and university staff alike, and I really feel like they help nail the ominious atmosphere we were going for.

An overview of all of the models I created for the project, placed together for scale.

An overview of all of the models I created for the project, placed together for scale.

The three variants of sarcophagi, with the normal textures.  The lids and bodies are separate models, so that they can be opened up by the player to search inside of them for objects.

The three variants of sarcophagi, with the normal textures. The lids and bodies are separate models, so that they can be opened up by the player to search inside of them for objects.

The three variants of sarcophagi, with the scary textures.  The lids and bodies are separate models, so that they can be opened up by the player to search inside of them for objects.

The three variants of sarcophagi, with the scary textures. The lids and bodies are separate models, so that they can be opened up by the player to search inside of them for objects.

The three variants of coffin.  They were made to be placed inside the sarcophagi, and therefore are only visible when the player is searching inside a sarcophagus.

The three variants of coffin. They were made to be placed inside the sarcophagi, and therefore are only visible when the player is searching inside a sarcophagus.

The exploded sarcophagus model, with all it's various debris chunks.  The intro of the game involves the player character bursting out of the grave, so creating a broken variant for the aftermath was necessary.

The exploded sarcophagus model, with all it's various debris chunks. The intro of the game involves the player character bursting out of the grave, so creating a broken variant for the aftermath was necessary.

The empty coffin, with both the solid lid and the splintered chunks of broken lid.  The intro of the game involves the player character bursting out of the grave, so creating a broken variant for the aftermath was necessary.

The empty coffin, with both the solid lid and the splintered chunks of broken lid. The intro of the game involves the player character bursting out of the grave, so creating a broken variant for the aftermath was necessary.

For the intro sequence, the player actually begins inside of the empty coffin, looking up at the underside of the coffin lid, with nothing else visible.

For the intro sequence, the player actually begins inside of the empty coffin, looking up at the underside of the coffin lid, with nothing else visible.

The various doors from the inside of the crypt.  The middle door is the exit to the exterior, while the doors flanking it are inner doors - one locked variant for before a puzzle is solved (left), and one unlocked one for after it is solved (right).

The various doors from the inside of the crypt. The middle door is the exit to the exterior, while the doors flanking it are inner doors - one locked variant for before a puzzle is solved (left), and one unlocked one for after it is solved (right).

The various smaller objects within the game, brought together for scale.

The various smaller objects within the game, brought together for scale.

A comparison between the normal and scary versions of the three variants of cherub statue.

A comparison between the normal and scary versions of the three variants of cherub statue.

The three variants of cherub statue, with their normal textures.  These statues are collectables involved in the first puzzle.

The three variants of cherub statue, with their normal textures. These statues are collectables involved in the first puzzle.

The three variants of cherub statue, with their scary textures.  These statues are collectables involved in the first puzzle.

The three variants of cherub statue, with their scary textures. These statues are collectables involved in the first puzzle.

A comparison between the normal and scary versions of the three variants of candle.

A comparison between the normal and scary versions of the three variants of candle.

The three variants of candle, with their normal textures.  These candles are interactable objects involved in the second puzzle.

The three variants of candle, with their normal textures. These candles are interactable objects involved in the second puzzle.

The three variants of candle, with their scary textures.  These candles are interactable objects involved in the second puzzle.

The three variants of candle, with their scary textures. These candles are interactable objects involved in the second puzzle.

The plaques that are placed on the front of the sarcophagi.  The plaque on the right has an inscription decal for reference - more on those later.

The plaques that are placed on the front of the sarcophagi. The plaque on the right has an inscription decal for reference - more on those later.

The ceiling window from the central room in the crypt.

The ceiling window from the central room in the crypt.

The journal model.  These are found scattered around the crypt, and they provide story and puzzle clues.

The journal model. These are found scattered around the crypt, and they provide story and puzzle clues.

The inscription decals for the plaques from earlier.  Each sarcophagus has a unique resident, so it follows that each sarcophagus plaque needs a unique description to denote who's inside.  All 24 inscriptions are applied to the plaques via decals.

The inscription decals for the plaques from earlier. Each sarcophagus has a unique resident, so it follows that each sarcophagus plaque needs a unique description to denote who's inside. All 24 inscriptions are applied to the plaques via decals.

The mold decals.  These mold textures are scattered around the crypt to provide extra visual variety and detail.   All 7 variants are applied via decals.

The mold decals. These mold textures are scattered around the crypt to provide extra visual variety and detail. All 7 variants are applied via decals.

The stain decals.  These stain textures are scattered around the crypt to provide extra visual variety and detail.   All 7 variants are applied via decals.

The stain decals. These stain textures are scattered around the crypt to provide extra visual variety and detail. All 7 variants are applied via decals.

The cracked stone decals.  These cracks are scattered around the crypt to add extra visual variety and detail.  All 7 variants are applied by decals.  Shown here displayed on the side of a sarcophagus, because they'd be hard to see otherwise.

The cracked stone decals. These cracks are scattered around the crypt to add extra visual variety and detail. All 7 variants are applied by decals. Shown here displayed on the side of a sarcophagus, because they'd be hard to see otherwise.

A small showcase of what some of the art assets looked in the final game.  Any objects that I didn't previously show were not made by me.

A small showcase of what some of the art assets looked in the final game. Any objects that I didn't previously show were not made by me.