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Branching Sickness

This is a collection of a variety of work I did for Branching Sickness in early 2020, the concepts shown are not representative of the final game. Branching Sickness is an entirely fan made, first person shooter, horror game set in the Halo universe. These works were created during the early design phases of the game and I was lucky enough to be able to contribute to the exploration of the game's environments. Shown here in this project is everything from modeling, sculpting, and texture work to environment, lighting, and level design work. Special thanks to those who also contributed to these pieces, their work and links are listed below.

Noah Character Model by Abimael Salazar: https://www.artstation.com/abisv

Noah Character Model & Battle Rifle by Talon Grijalva: https://www.artstation.com/talongrijalva

Flood Forms & Forerunner Towers by Brandon Miller: https://www.artstation.com/vorked

Pelican by Connor: https://www.artstation.com/awfain3d

Early lighting and environment exploration created and rendered within UE4. The Noah character model was created by Abimael Salazar and Talon Grijalva. Brandon Miller was responsible for the Infection Forms.

Early lighting and environment exploration created and rendered within UE4. The Noah character model was created by Abimael Salazar and Talon Grijalva. Brandon Miller was responsible for the Infection Forms.

Early lighting and environment exploration created and rendered within UE4. The Noah character model was created by Abimael Salazar and Talon Grijalva. Flood Form model by Brandon Miller.

Early lighting and environment exploration created and rendered within UE4. The Noah character model was created by Abimael Salazar and Talon Grijalva. Flood Form model by Brandon Miller.

Early lighting and environment exploration created and rendered within UE4. The Noah character model was created by Abimael Salazar and Talon Grijalva. Awfa_in_3D was responsible for the Pelican Model.

Early lighting and environment exploration created and rendered within UE4. The Noah character model was created by Abimael Salazar and Talon Grijalva. Awfa_in_3D was responsible for the Pelican Model.

Bioluminescent Rose modeled in Maya, painted in Substance, shown/rendered in UE4

Bioluminescent Rose modeled in Maya, painted in Substance, shown/rendered in UE4

Aggressor Sentinel modeled in Maya, painted and rendered in Substance

Aggressor Sentinel modeled in Maya, painted and rendered in Substance

An early concept for the UNSC Antelope, a vehicle Noah would use to travel through the open world that was ultimately scrapped.

An early concept for the UNSC Antelope, a vehicle Noah would use to travel through the open world that was ultimately scrapped.

Two versions of the Fusion Coil modeled in Maya, painted and rendered in Substance

Two versions of the Fusion Coil modeled in Maya, painted and rendered in Substance

High-poly sculpt of the Engineer created and rendered in Zbrush

High-poly sculpt of the Engineer created and rendered in Zbrush

High-poly sculpt of the Engineer created and rendered in Zbrush

High-poly sculpt of the Engineer created and rendered in Zbrush

Final low-poly version of the Engineer, sculpted entirely in Zbrush, painted and rendered in Substance.

Final low-poly version of the Engineer, sculpted entirely in Zbrush, painted and rendered in Substance.

An early level designed within UE4 meant to be used as a map for Firefight mode

An early level designed within UE4 meant to be used as a map for Firefight mode