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Bogged Down: Tales of an Unconventional Hero

Felice Amoruso, Davide Benetti, Emmanuele Biondi, Alice Delmiglio, Francesco Giorgi, Martino Incarbone, Sara Irace, Gianluca Squillace, Tommaso Vita, Davide Perrone, Lorenzo Valsassina,
italia,  Milano IED Milano,  CG Animation, Sound Design,  July 15, 2015
Bogged Down was created by a group of eleven students (9 C.G. Artists and 2 Sound Designers) as part of our degree at the "istituto Europeo di Design" (IED - Milano - Italy). We've been working on it for 13 weeks and we're still working on it, to improve it and refine it. It's a first person puzzle-adventure game for Oculus rift, designed to enhance the possibilities of this new technology and to give the player maximum immersion in the world we created, giving him the chance to "really" experience things like flying on a dragon or running through collapsing tunnels.

Set in modern days, in an alternate reality where fantastic creatures actually exist and are forced to live in slums by the dominating race, the humans.
Humphrey, our hero, is an underrated boggart who dreams of gaining powers and respect. To accomplish that he will have to overcome overwhelming obstacles, run from out of shape dragons, meet unique characters like Sir Grumpis drake, the Builder Pirate Dwarf, or Don Trust, the talking puppet who runs the city mob, and discover his true capabilities in a race against time and odds.
Will you be able to help Humphrey reaching his dream?
Your story is yet to be written..."


Felice Amoruso: Art Director, Environment Artist, Special FX, Programmer
Davide Benetti: Environment Artist, Light Artist
Emmanuele Biondi: Environment Artist, Gameplay Designer
Alice Delmiglio: Lead Environment Artist, Lead Gameplay Designer
Francesco Giorgi: Screenwriter, Rigger, Animator
Martino Incarbone: Screenwriter, Rigger, Animator
Sara Irace: Character Artist, Concept Artist, Illustrator
Gianluca Squillace: Character Artist, Concept Artist, Logo Designer, co-Animator
Tommaso Vita: Environment Artist, Shader Artist, Lead Special FX
Davide Perrone: Sound Designer, Composer
Lorenzo Valsassina: Sound Designer, Composer
  • Animation
  • Compositing
  • Concept Art
  • Design
  • FX/Simulations
  • Generalist (all)
  • Level Design
  • Lighting
  • Matte Painting
  • Modeling
  • Programming
  • Rigging
  • Sound Design
  • Story Development
  • Texture Painting
  • UI Design
  • 3ds Max
  • After Effects
  • Maya
  • Mental Ray
  • Mudbox
  • Nuke
  • Photoshop
  • Unreal 4
  • UV Layout
  • Zbrush
Epic Games
  • Game of the Year
  • 11716 Page Views
  • 12 Images
  • May 12, 2015
00:22 – Building modeled and textured by Davide Benetti using 3DS Max and Mudbox. He also cured the lights of the game using Unreal Engine 4.

00:32 – The puppet and the monsters were sculpted in Z-Brush by Sara Irace and Gianluca Squillace, rigged and animated using Maya by Francesco Giorgi and Martino Incarbone. The “magic effect” was rendered with After Effect and implemented in UE4 by Felice Amoruso.
We wanted the magic to resemble smoke but also a breach into reality.
00:40 – The entire city was modeled and textured by Alice Delmiglio, Emmanuele Biondi, Felice Amoruso and Tommaso vita, who also cured the shading. They used 3DS max, Mudbox and UVLayout.
We wanted to achieve a “slum” atmosphere. Architecture from the ‘50s mixed with some fantasy and magical elements. The story takes place in one night so we tried to give the idea of a city under curfew, with nobody around and few lights turned on.

00:56 – The dragon flight was programmed by Felice Amoruso and Francesco Giorgi using blueprints in UE4.
The dragon is going to snatch us and we’ll fly over the city with a rollecoaster type of experience. We tried to give the players experiences like that to fully exploit the possibilities opened by the Oculus Rift.

01:03 – This room was modeled as usual by Alice Delmiglio, Felice Amoruso, Emmanuele Biondi and Tommaso Vita.
The electricity in the turbine and the shading of the crystals were made by Tommaso Vita with UE4 and Davide Benetti created the dynamic lighting.

01:12 – The logo was made by Gianluca Squillace with 3DS Max and After Effect. Music and sound created by Lorenzo Valsassina and Davide Perrone.

Teaser Editing and color correction by Felice Amoruso

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