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Relicta: Game Assets compilation & animations

Hi! I can finally share with you the work I did in Mighty Polygon during the development of Relicta (July 2017 to August 2020), our first game released in 2020. We were a small indie studio of 6 people, where most of the art was made by just two artists. My responsibilities were focused on all the artistic aspects of the game, designing the environments and assets, 3D modeling, texturing, building of environments, dressing, lighting and level design, in colaboration with Javier Sanz.

In this post you can see some of the assets I designed, modeled and textured for Relicta. I also made the rigg and animations of all of them, and the in-game scripting of their cutscenes. As we were only 2 artists, we had to produce as many assets we could in very short periods of time for each one, without spending too much time on any of them and developing them from scratch without any concept (just quick sketches) in a few days. For this reason, many models are directly a midpoly, and may not be as detailed as a prop created with more production time or for specific portfolio purposes. Relicta is available on PC, Xbox One/Series X/Series S, PS4, Switch and Stadia.

I hope you like it!!!
Javier Sanz profile: https://www.artstation.com/javiersanz

In Relicta we had to produce as many assets we could in short periods of time, from scratch without any concept (just quick sketches). For that, models may not be as detailed as a prop created for specific portfolio purposes.

In Relicta we had to produce as many assets we could in short periods of time, from scratch without any concept (just quick sketches). For that, models may not be as detailed as a prop created for specific portfolio purposes.

Patel's PDA: Allows the player to read lore entries, track the goals of the game and see the collectable items. I also made the animation!

This holotable allows the player to travel between differents areas of Chandra Base, unlock the Maglevs, etc. There are some of them for each crater of Relicta: Faustini, The Gerlache, Shoemaker and Sverdrup.

This holotable allows the player to travel between differents areas of Chandra Base, unlock the Maglevs, etc. There are some of them for each crater of Relicta: Faustini, The Gerlache, Shoemaker and Sverdrup.

This antenna changes between two states. I modeled it keeping in mind that it had to be able to deploit completely.

This antenna changes between two states. I modeled it keeping in mind that it had to be able to deploit completely.

Initial antenna state

Initial antenna state

Deployed antenna state

Deployed antenna state

Antenna deployment animation

Antenna deployment animation in-game - Cutscene

Lab machine, Gloves locker and general locker

Lab machine, Gloves locker and general locker

Gloves locker animation I made for Relicta

Generator animation I made for Relicta

Hangar door I designed, modeled and animated for Relicta

I also scripted the in-game cutscene (UE4) of the different hangar doors of the game.

I designed the elevators with a holographic interface to reinforce the sci fi ambientation of the game.

Alami's helmet and outfit. They act as an environment asset in the game.

Alami's helmet and outfit. They act as an environment asset in the game.

The Relicta. I made the full process of the Relicta model from sculpt to final in-game scripting and animations

The Relicta. I made the full process of the Relicta model from sculpt to final in-game scripting and animations

Launch Trailer

Thanks for watching!!