Harbinger Of Spring | iX Game Studio

https://www.ixharbinger.com/

Harbinger of Spring is a First-Person, Multiplayer, Asymmetric shooter where players have to steal containers of sap from the "Tree of Life" in order to restore their own planets. The focus of the game is on fast-paced movement through a mythical environment. We at IX wanted to create a game that is, above all else, fun to play.

I am the Art Director on the project. It has been an incredible experience overall. We, my team and I, have been working on this game for several months which has its challenges. However, its nice to see that all of our hard work is really paying off in a great way.

To view A FULL DOCUMENT detailing every step on the art pipeline, please follow this link:
https://drive.google.com/open?id=1hGPi5fD4v6GDaNUMaJJ2zm4-Tw1xLhqUQFMrl9T67lg

To view the Art Bible that we developed for this project, please follow this link:
https://drive.google.com/open?id=1qfs3vWSt8IBqUrTjUW_7yQDsBAv_s9jo6Rgaj7_dXBk

This is Harbinger of Spring, a first-person, multiplayer shooter that I have the honor of being the Art Director on.

This is Harbinger of Spring, a first-person, multiplayer shooter that I have the honor of being the Art Director on.

I work with a very talented team to develop this game as our senior project.

I work with a very talented team to develop this game as our senior project.

The goal was to create a game that was visually stunning and very fun to play.

The goal was to create a game that was visually stunning and very fun to play.

The goal of the game is to steal sap from the tree of life, and deliver it to machines called terminals that will transport it back to your planet.

The goal of the game is to steal sap from the tree of life, and deliver it to machines called terminals that will transport it back to your planet.

I was responsible for not only running the team, but a lot of the modeling (including the exterior of the primary pyramid).

I was responsible for not only running the team, but a lot of the modeling (including the exterior of the primary pyramid).

All of the people I have worked with on this project are incredibly talented and motivated which has added to the map as a whole.

All of the people I have worked with on this project are incredibly talented and motivated which has added to the map as a whole.

We wanted to create an alien temple that has been destroyed by humans so a lot of our focal points represent destruction in some way.

We wanted to create an alien temple that has been destroyed by humans so a lot of our focal points represent destruction in some way.

Harbinger of Spring | Offical Trailer | iX Game Studio

Harbinger of Spring | Official Environment Trailer | iX Game Studio

Here are some of my assets that I've modeled.  This is the modular set for the lower level hallways.  All of the assets run off of one parent material so they all have 186 base instructions.

Here are some of my assets that I've modeled. This is the modular set for the lower level hallways. All of the assets run off of one parent material so they all have 186 base instructions.

Here's the modular set for the Pyramid exterior I worked on.

Here's the modular set for the Pyramid exterior I worked on.

Here's the modular set from the Outlook Room.

Here's the modular set from the Outlook Room.

Here's the modular set I created from the Excavation Room.

Here's the modular set I created from the Excavation Room.

Here are a few of the particles I worked on.  I made all of the bullets, muzzle flashes, laser, and character effects (thuster jets, shield break, and shield regen.

Here are a few of the particles I worked on. I made all of the bullets, muzzle flashes, laser, and character effects (thuster jets, shield break, and shield regen.

This is the current version of our logo.

This is the current version of our logo.

My main contribution to the project was teaching the team to use a system of layered materials that are applied with masks, so we could create a large map without running into draw call errors and/or performance issues.  All props run off of one parent.

My main contribution to the project was teaching the team to use a system of layered materials that are applied with masks, so we could create a large map without running into draw call errors and/or performance issues. All props run off of one parent.

This is an example of one of the parent materials.  The amount of parent materials has been reduced to such a point that draw calls have not, and never will, be an issue.  So the implementation of the system was a complete success.

This is an example of one of the parent materials. The amount of parent materials has been reduced to such a point that draw calls have not, and never will, be an issue. So the implementation of the system was a complete success.

All of the props are heavily modifiable in their color and roughness.  They all run off of one parent material with 172 shader instructions.

All of the props are heavily modifiable in their color and roughness. They all run off of one parent material with 172 shader instructions.

Our Current Team

Our Current Team