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Orangerie

Orangerie

Software used: Blender, Substance Painter, Photoshop, Unity

"Orangerie" is a project I made in my spare time. I was longing for the Swedish summer nights and decided to create a small diorama in the Unreal Engine. For this project, I took inspiration from the game Overwatch in particular. 


The orangerie "shell" was made as a mudule- system, where each of the pieces was put together to optimize. Also, all of the construction pieces are on the same texture map, and all items are on a separate texture map.

Texture - The "shell"/Orangerie

Texture - Items

Working Social Place


This project was designed for my master's thesis in informatics at the University of Skövde in the spring semester of 2021.


The master's thesis examined if gamification could facilitate remote work through a developed serious game with limitations towards digital remote meetings. By following a meeting agenda in the archipelago, the game could make it possible to facilitate a meeting structure by following avatars through the map.



Results from the main study indicated that the most valuable gamification mechanics in a digital remote meeting are the visual agenda map with clear goal guidelines and the usage of avatars. If you are interested in further reading, you can find the thesis here.


The game's waiting room; where all participants meet up and select their character, which is used in the meeting agenda later on in the game.

The avatars in the game

The meeting agenda

Each agenda event has its own appearance and is coloured in either yellow, orange, or red depending on its priority. (The various markings are depicted in the image below.) 

Muckla

Software used: Blender, Autodesk Maya, Substance Painter, Photoshop, Unreal Engine

In Nordqvist's illustrations small figures are added, also called “Mucklor”. I recreated one of these, you can find it in the book “Tuppens Minut" (1996)


I do not own the concept of the cartoon character I used as a reference for the character. All that credit goes to Sven Nordqvist, a Swedish artist who made the famous series of “Pettson & Findus”. 

How

I started the project by sculpting a high-topolized body of the "Muckla" in the software Blender. By placing out the bigger muscle groups and making the silhouette of the character, I could focus on the small muscle groups to make it look realistic. Because the character has a mouth that takes up half of the body and is without a clarified neck, hippopotamus and kangaroo references were used.


The character was thereafter smoothed out to make it look more appealing. The second phase of the project involved re-topologizing (in Blender) to make it usable. Thereafter, I rigged and weight-painted the character, which made it possible for the character to show more signs of life. I created the textures in Substance Painter.

"Life is a box of chocolates you never know what you are gonna get"
- Forrest Gump

Triangles: 4.2k Vertices: 2.8k

Software used: Blender, Substance Painter
Uploaded at Sketchfab


Hot Green Bean

The cafe, Hot Green Bean, is a vegan and eco-friendly coffee house. It has the main focus of being as eco-friendly and green as possible, even if it is in the middle of the city.

 

I wanted to work from a concept and a self-made logo, and this is the result. The majority of the textures are handpainted in Substance Painter and well optimized. 

Software used: Blender, Substance Painter, Unity

Uploaded at Sketchfab

Workflow

I made a module system for the walls, roof and counters.
Consequences: Fast texturing and easy to rebuild the building. Negative: Easily spaces between the the wall objects if they are not completely side to side, also a risk for overlapping in textures which makes it non-seamless. 

Golden Hour

Triangles: 13.5k Vertices: 4k

Softwares used: Maya, Photoshop

Uploaded at Sketchfab