Game: The Hunt

Studio: queSPECK

Press:


Job Title: Lead Character/Creature Arist

Summary:
The Hunt was made using the UDK engine. As the lead I was charged with not only modeling, but overseeing a team of artists in the creation of needed Creatures and Characters. All models were handed off for rigging and animation.

Models:

Sareno

Polycount: 5,000 (Yes, Exactly!)
Modeled: 3DS Max
Textured: Zbrush and Photoshop

The Sareno is one of The Hunt's bosses. This model required some unique technical challenges. Primarily, it was directed that it was to roll up into a ball (like an armadillo). As such much care was taken in making sure the plates on the back would achieve the desired effect (Animation: Brendan Bieri - Rigging: Adrian Rodriguez).






Lash

Polycount: 2,600
Modeled: 3DS Max
Textured: Zbrush and Photoshop

Lash is one of the four playable characters for The Hunt. As with all characters for The Hunt they were designed to be as a Hybrid "Team Fortress" style with minimalistic detailing.



Concept by Matt Wong

Cai DU

Polycount: 2,878
Modeled: 3DS Max
Textured: Zbrush and Photoshop

Cai Du is also one of The Hunt's four playable characters.



Concept by Matt Wong