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DESCRIPTION

Amber Gold is an exercise in prop and game design, with a focus on hard surface modeling techniques and mechanical design. Dieselpunk is the main aesthetic and nautical and general design elements from the late 19th and early-mid 20th century are used. 

The final project for my Game Design Course. 

SKILLS & Software

Hard surface modelling | 3D modelling | Texturing | Blender 3D | Concept Art | Prop Design | Photoshop

| Product Design

Amber Gold, working title, is a first-person shooter, alternative history horror game. It follows the linear narrative of a naval sailor as they investigate a passenger ship that should have arrived in Cape Town weeks ago but now drifts alongside numerous other vessels in the icy waters of the far south. The player will need to confront the grotesque inhabitants of each vessel as they traverse the frozen decks and dimly lit engine rooms, gradually expanding their arsenal of weapons, upgrades, and powers.

While the game will introduce player companions, it's an unfortunate truth that, as is often the case in such games, they won't survive. Hence, it falls upon the player to unravel the mysteries of Amber Gold: What secrets lurk within these dark holds? Why are whales entwined in this enigma, and what's the significance of avoiding the Arcadian or heeding warnings about individuals bearing names from literature?

The inception of this game drew significant inspiration from the original concept art of Bioshock (2007) as well as the mechanics, storyline, and concepts of the Bioshock series. While not as prominent, other sources of inspiration include Wolfenstein: The New Order (2014) and its subsequent installments, the literary works of H.P. Lovecraft, and the technology of the late 1890s and early 1900s. 

To see the design approach and to learn more the Game Design Document (GDD) can be accessed via this link

ASSET SHOWCASE

My main goal when approaching this assignment was to model a series of props that showcase the time period, level of technology and the aesthetic of the game. My 3D modeling is definitely focused on hard surface modeling and so I focused on creating props that were mechanical in nature or fabricated. This resulted in the below series of helmets, weapons and Bioshock-inspired bottles.  I did not want to just create the props and call it a day I wanted them to also provide a deeper insight into the world of Amber Gold and thus I presented them in a splash-screen format, the front and 3/4 views were added to better showcase the assets. The paragraphs accompanying the asset provide the reader with details regarding their place in the world, how the design choices impact their function at a gameplay level and some fluff or additional tidbit of lore. 

The splash-screen presentation also helped further the visual coherency of the project (minus the two firearm product posters but those are meant to be seen ingame on walls and as actual adverts).

PROCESS WORK AND EXTRA ASSETS

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