• Hobby
  • Rise
  • Classified
  • League of Virus

Project name: Rise

Rise is a thrilling, graphic and fast paced adventure game. Where you slowly find out that you have the ability to really interact with your surroundings.

Our goal was to elevate ourselves as students to approach the industry standard in our disciplines. For example normal and specular mapping. Too create more refined art and to create an visually stunning game where you immerse yourself in the storyline.

My Role

In this project I was responsible for the majority of the models, cinematics, texturing and concepting. I learned a lot about texturing and got a better feel for how important mapping and texturing is for a 3D Artist. Also I improved on organizing and optimizing my workflow.

My Work


Robot worker that I fully animated with idle, flying, and other poses. It consists out of 42 different parts, has IK, constraints and is fully rigged.

Example shots of the robot with the texture ingame.

The texture sheet example.

Vent shaft that has multiple uses. It is designed to be scaled down to 50% for air ventilation and 100% to be able to crawl through. The shafts are build in a modular fashion with an straight piece, an bend and a final wall piece. With these pieces you can make nearly any shape.

Left: Diffuse/specular and normal map of the vent shaft. Right: The shaft in modular pieces and the roster that you can place on the end of it.

Solid strengthened steel chrusher that fits exactly in its opposite.

Left: Texture of the Chrusher , Right: Texture of the door below.

The industrial, heavy door that I animated with an up state. Designed to look like dirty, damaged solid steel.

More Artwork


Chrusher Room

The place where your story begins as player in Rise. When you walk too far you quickly discover that you have to get out of there, fast! Its a place where garbage gets crushed by massive steel walls comming from the sides.

First Area

In between the crushers there are rooms for maintenance and general work. As an overal mood the whole first section is like an old submarine, used and dirty due too years of work. We chose for this style too complement the storyline and to see if we could create such an feel.

First Area

Another shot of the same room.

Second Area

This area is the second part of the first section. The same style applies, though this is still work in progress. However due to more natural light and thus less artificial light this area has a different look and feel. This is a area where the climbing part of the game really comes in. For example climbing over pipes or hanging on a worker robot.

Second Area

This area is big. It should give the player an sense of awe and that it is a long way down should she fall. If you look up you see a glimpse of nature and the second section. The player needs to be drawn to that place of beauty and light.

Video's