FreeFall Arcade

This is the base model for the player’s Space Marine character– the jumpsuit that is worn underneath a suit of power armor.  It’s basically the science-fiction equivalent of the loincloth and frayed belt in a fantasy RPG.  The widgets on his legs are shield generators.  The idea is that as the player upgrades their shield, so they upgrade the undersuit.  The enhanced padding on his back is to soften the stress of a quarter-ton of armor pressing against his body.

Modeled in ZBrush and 3DS Max.

 

The following are screen caps of some of the enemies I designed and modeled for FreeFall Arcade, which was our initial prototype for the game that is now FreeFall: Tournament.   I wanted to create enemies that could look menacing, but with a distinct personality with just a hint of comic relief.   The human nickname for these creatures is “Mants”, which is in itself ridiculous.  The big, toothy grins and witless beady eyes are intended to convey the identity of a creature that knows little but combat, and really, really enjoys his job.

FreeFall Arcade has a Diablo-esque 3rd-person camera, so all of these models had to read at quite a small size.  For that reason, and also due to the technological limitations of the Web-based environment, I’ve made a number of aesthetic concessions.  Each of the Drone types is color-coded, and each has accessories that give a strikingly distinct silhouette.  I’ve also omitted a lot of detail that I might otherwise enjoy adding, but which is ultimately unnecessary.

In-Engine screencap. Modeled in ZBrush and 3DS Max.

In-Engine screencap. Modeled in ZBrush and 3DS Max.

In-Engine screen capture. Modeled in ZBrush and 3DS Max.

In-Engine screencap. Modeled in ZBrush and 3DS Max.

In-Engine screen capture. Modeled in ZBrush and 3DS Max.

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