Hallowtide
I had the pleasure of modeling, texturing, and animating 3D game assets, as well as producing concept art, splash art, and icon illustrations for CMDC Studios in collaboration with Portland Indie Game Squad. I used Photoshop, Blender, Substance 3D Painter, and Maya for the majority of my work.
“Alone in the woods, Lumi is surrounded by sinister shadow monsters and a mysterious creature locked in a cage. Lumi’s only hope to escape the woods of Hallowtide lies in the delicate friend-yet-foe relationship of the creature in the cage. Harness Lumi’s ability to gather and craft resources while keeping the lantern lit to ward off the swarming shadow monsters. Inspired by Survival Horror games like Don’t Starve and the timeless autumnal aesthetic of Over the Garden Wall, Hallowtide embodies the familiar mechanics of the Survival Horror Genre while also offering a unique experience to spooky game lovers everywhere.” (itch.io)
Concept Art
Mushroom concepts, brainstorming some “energy” designs while the game’s fuel and crafting mechanics were more amorphous.

Flora loosely based on real species.

Final design for the Shadow Monster (3) began as a serpentine, fox-like idea for The Creature in the Cage.

Icon Illustration
2D icons for the crafting system.

Splash Art
Splash art of Lumi crafting treats, shown in the secondary main menu after the game is completed.

Splash art used as the background image of the game’s webpage.

3D Texturing
Texturing-only work (cart mesh by Keegan Walden; lantern and cauldron by Tanner Gohl).

3D Modeling & Texturing
The Creature in the Cage asset (concept by Jei Shi).

Lumi asset (concept by Jei Shi).

Lumi wireframe and base colors.

Tools awarded to the player upon completion of the shrine puzzles.

The pioneers used to ride these babies for miles.

The shrine (had some fun with the versatile fantasy text).

Miscellaneous pickups and environment assets.

Shadow Monsters.

Tree assets, loosely based on quaking aspen.

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