Multivaders - Digital Explosive Charge Unit

multivaders videogames 3dmodelling

I'm currently working on the pilot mission and needed a bomb for the plot. This is the result:

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It has been a while since I've done any 3D modelling/texturing for video-games. I forgot how annoying UVW mapping is. This came out pretty well and it feels like it matches the art style that the amazing Carl Brännström set for Multivaders.
 
Here's a couple more pictures of how they look in-game:
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You can also view a 3D model by clicking the image below:

Who I am

I'm Blake and I like to tinker with things and make stuff. When I'm not programming or developing random systems, I'm playing with electronics, doodling bits of art, 3D modelling or sculpting and painting things or nerding out watching sci-fi or horror TV.

From 2001 I worked in the games industry, eventually specialising in tools to aid in the development of video games and their engines. In 2011 I left the industry and teamed up with a few other talented composers to utilise my knowledge to help build the company 'Spitfire Audio'.

I also periodically compose soundtracks for video-games and have worked on titles such as The Stanley Parable, Portal Knights, Lost in Random as well as a few random projects such as trailer for Terraria and Minecraft and the like. You've probably also heard my music in random TV commercials at some point.

What I'm using to make games

Nowadays I tend to utilise Unreal Engine 5. I use a mixture of (mostly) C++ (Visual Studio 2022, Rider) and Blueprints.

I work with Autodesk's 3D Studio Max to generate the art required, and Adobe Photoshop or Paintshop Pro 6 for texturing. I also dabble with Allegorithmic's Substance Designer/Painter for more realistic texturing work.

I tend to generate tools in Python, C++ or NodeJS depending on what's needed.

Audio-wise, I still use Reaper, Cool Edit Pro and FL Studio to generate sounds and music respectively.