Website powered by

Blight - Accursed Pallbearer

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

Final render.

Final render.

Pauldron detail shot.

Pauldron detail shot.

Back detail shot.

Back detail shot.

Lower half detail shot.

Lower half detail shot.

Sculpt and wireframe.

Sculpt and wireframe.

Final concept.

Final concept.