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NIMDA
RUST IN PEACE
What's left for a robot in a world without energy?
Nimda is a top-down shooter game made in Unity, where I was resposible for the enviroment and prop art. For the game we used PCG (Procedural Content Generation) to generate the maps using 16 unique modules that I got to whitebox and design. It was a really fun project to work on as I got to really try conceptualize and create meshes that would fit the idea and style of the game.
I worked mainly in Maya but also switched a bit over to blender when creating the leaf shader for the trees. I also worked in substance designer to create materials for some of the objects.

The Environment
Screenshots





Module Overview

Work Process

Because of limited time and a large number of people working in the project I did a lot of my work in prefabs. There I could update and change the modules to my liking.
My work pipeline consisted of whiteboxing the provided modules with whitebox prefabs and then updating them as the final props were being made. This helped speed up the process and also allowed me to see if all the props looked good together in the modules.
Lastly I added foliage to complete the scene.
Since the game was only meant to be from a specific angle, everything was modeled to suit it.
Props Overview


Concept Art
Environment

Moodboards for art direction


Materials




Characters
Player Characters


Concept Art

Enemies




Enemies

Weapons
Laser Gun in Substance painer


Regular Gun in Substance painer


Concept Art


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