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Maelstrom Saga

Moize Opel • Michel Quach • Carl Perreault • Florin Popescu • Francois Cardin • Laurence Soulard Therien • Jahanzaib Chugthai • Thierry DeHaerne-Voinsson • Maxime Vigneault • Edwin Jang • Raphael Nadeau • David Bastien Robert • Alexandre Grenier Marcil,
Canada,  Montreal UQAC - NAD,  Video Game Design & Animation,  May 05, 2015
Maelstrom Saga is a hack and slash involving 4 playable characters and 4 bosses. The game was completed in 3.5 - 4 months.
Game is available for download here: https://docs.google.com/uc?id=0B9dFZ8-mM_JRMXFGc0lUY1hvdlU

The game is inspired from anime and fast paced action. I started this as a project with member Michel Quach and it snowballed from being a 1v1 game into a 4v4 game and our team grew as the project got close to finish.
Initially the characters concept belonged to my RPG challenge and with the talent of my colleagues we ended up making a game out of it without a programmer.
The entire game is in blueprint UE4.

Art can be seen on maelstromsaga.tumblr.com
  • Animation
  • Compositing
  • Concept Art
  • Design
  • FX/Simulations
  • Generalist (all)
  • Level Design
  • Lighting
  • Modeling
  • Programming
  • Rigging
  • Texture Painting
  • UI Design
  • 3D Coat
  • Maya
  • Photoshop
  • Unreal 4
  • Zbrush
Epic Games
  • NEXT-GEN GAMING
  • Game of the Year
  • 2242 Page Views
  • 8 Images
  • May 03, 2015
Modeling:
All models were done using Zbrush, Maya, 3Ds Max, and Topogun for some retopology.

Texturing:
Photoshop and 3D coat were used for texturing. Zbrush for the modeling. Most characters are built using the same base mesh. Xnormals and 3D Coat were used for normals/spec maps.

Rigging:
In Maya we added dynamics using the APEX plugin and Maya bonus tools for the dynamic joints. For human characters the same base rig was adjusted for quicker rigging.

Animation:
We used Maya for animation, for base human characters we used Maya's Human IK since it had a very flexible control rig. We used Motion Builder for cleaning up mocap for 2 characters and finally keyframing over it in maya and applying animation principles.

Coding:
All coding and integration of assets was done by me in unreal engine 4 blueprints.

People's Choice Awards

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