Jan 21, 2016

GravTubes - Space Engineers Mod

This was designed as a Futurama-style transport tube system used for moving people and supplies, but also worked well as a compact gravity cannon, with easy to setup complex gravity fields. Mod Features custom icons, construction stages, damage states, and is fully recolor-able. Consists of 16 blocks, covering all possible tube configurations. All art assets created by me.


  

Special care was taken with the collision meshes so object wouldn't get stuck in the corners, instead being diverted towards the next block.

 
 
 
 
 
 

GravWalk - Space Engineers Mod

 A gravity generating catwalk system designed to help with compact ship design and complex alternating gravity fields. Mod consists of nine blocks, comes complete with build stages, custom icons, collision meshes, damage states, and is fully recolor-able. All art assets created by me.

 
 
 
 




Armored Decoys - Space Engineers Mod

Mod featured double the durability of standard decoy blocks for twice the weight, cost, and build time. Complete with build stages, and is fully recolor-able.


Laser Bridge - Space Engineers Mod

This was an aesthetic mod inspired by Halo's Light Bridges.  Mod features nine unique blocks, build stages, is fully recolor-able, with five different laser variants. All art assets were created by me.

 
 

In order to minimize the amount of icons in the G menu, we utilized different build stages to access the different laser variants . As a result the entire mod could fit in a single hot-bar despite consisting of over 68 items unique blocks. Although we couldn't draw power with a static block, we did remove the collision mesh for the laser portion from the initial build stages.


Space Police Reskin - Space Engineers Mod

This was a straight across reskin, made possible by utilizing Keen's already stellar astronaut model and texture.


Orion - Unity Game Demo Project

Small scale game design project with three person team spanning two months. Game character created, rigged, and animated in 3DS Max, textured in Zbrush and Photoshop, (all by me) and made playable in Unity.