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Metal Frontier

Metal Frontier

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Team Size: 8

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Engine: Unity

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Development Time: 16 weeks

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Contributions:

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Metal Frontier is a first-person rogue-like shooter game. The player is trapped in a old western ghost town, beset by the metallic horde. Armed with nothing but their wits and weapons, the player must survive the continuous onslaught of varying automatons, each possessing different strengths and weaknesses, all while collecting supplies from mysteriously jolly animals parachuting in from the sky. Do you have what it takes to survive the metal frontier?

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Below are some of my contributions, along with a minute of gameplay.

Gameplay:

This gameplay takes place in the first wave of the game, and showcases basic shooting, movement, enemy interactions with the player, round completion and subsequent buff acquisition.

For this project, I was onboarded in the last few weeks to assist with technical art and animation, tasked with rigging and animating the seven unique animals in the project. Models were provided by the artist, and upon completion of the rigs and animations, were passed back to the artists for integration into the game.

Technical Art:

ANIMALS ~ Quadrupeds

As a technical rigger on this project, I was tasked with working with a variety of provided models. There were two types of models provided: bipeds and quadrupeds. A large majority of the models were quadrupeds, which provided a unique challenge for me, as I didn't have much experience rigging quadrupeds. Additionally, each quadrupeds proportions and mass were different, leading to different iterations of the rigs.

 

Over the process, I tried to keep a consistent form within the confines of what was provided, and developed solid practices moving forward with later rigs.

ANIMALS ~ Bipeds

As mentioned above, I was tasked with rigging both quadrupeds and bipeds. Whereas the quadrupeds were unknown, I had a much easier time working with the biped models, as they were more familiar. I also found that these models granted some degree of freedom of variation in their design, as seen with the goose and its wings.

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Over the process, similar to the quadruped, I mainly focused on refining my technique and taking the opportunity to experiment with a more animalistic form.

Technical Art

3D Animation:

3D Animation
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