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Hold Out: Production Sheet

During Game Production class I was lucky to work with a lot of great artists and game designers. We had a total of 4 artists including: Daniel Kohl (https://dskohl68.artstation.com/), Scary Rogers (https://sangwuine.artstation.com/), Stephen Hinds (https://user-659924.artstation.com/) and me. We were each assigned props and UI elements to create in a timely manner throughout the month. My workflow consisted of making the base meshes in Blender, UV'ing in Maya, and texturing either in Substance Painter or Substance Designer. I also worked closely with Thomas Federico on the lighting of the game. It was a very fun and exciting experience in which I learned a lot about game design and working in a production environment. The game can be downloaded here: https://chrisboughton.itch.io/hold-out

The flamethrower was a hero prop. I used Blender with a lot of addons including: Boxcutter, HardOps, Cablerator, MachineTools.

Week 4: Crunch, Polish and Deploy
In week 4, I worked on these 3 additional props that the designers needed. The fence had a total of 464 faces and mostly used the opacity maps. For the barbed wire I used Substance Designer.

Week 4: Crunch, Polish and Deploy
In week 4, I worked on these 3 additional props that the designers needed. The fence had a total of 464 faces and mostly used the opacity maps. For the barbed wire I used Substance Designer.

Week 3: Aesthetics
In week 3, we worked on texturing and adding colors to UI elements.

Week 3: Aesthetics
In week 3, we worked on texturing and adding colors to UI elements.

Week 2: Functionality
In week 2, we UV'd our models and started working on UI elements that the designers needed.

Week 2: Functionality
In week 2, we UV'd our models and started working on UI elements that the designers needed.

Week 1: Blockout
In week 1, we worked on the blockout of the assigned models. Flamethrower particularly took longer than other meshes.

Week 1: Blockout
In week 1, we worked on the blockout of the assigned models. Flamethrower particularly took longer than other meshes.

Gameplay Trailer