My work on Blight consisted of creating a visually compelling and imposing boss design and taking it from a concept, all the way through to a final model.
Working within the team to design a boss that aligns with our environment and storytelling was a mission on its own, gathering inspiration from titles like Bloodborne and Dark Souls. I learned a lot about what makes a solid design, collaborating across disciplines to fit attacks and relevant lore that we planned with our programmer and designers.
In the duration of this project, I got to refine my sculpting, baking and my texturing skills, spending multiple weeks at a time focusing on each aspect in order to create the Accursed Pallbearer.
I usually approach assets with simplified and stylised textures, so getting a chance to work in semi-realistic inspiration and PBR texturing was a wonderful learning experience.
I adored creating this boss from the ground up, getting a chance to indulge in a genre I absolutely adore stylistically and in writing. I managed to find a new love for sculpting in ZBrush through the course of the bosses development, and I will be definitely pursuing this passion further in my future projects.
The boss's final tricount was 9762.
Huge thanks to the team at Blind Munch Games, I am so proud of what we achieved together.
You can play the game here!
https://blindmunchgames.itch.io/blight