Grizzly Moose Game's BioRogue is a rogue-like with an aquatic, biopunk setting.
Modelling in Blender, texturing in Substance Painter, based on concept art by TJ Park
Procedural chipped tile material design in Substance Designer, based on concept art by TJ Park
Paint and draw overs for underground areas. One of the aims was to create a visual identity for the different areas of the game and reflect interesting bits of the game's story with choice of props, historical reference, materiality, destruction and other visual details. 
Asset creation from concept to textured model. Working off of my own concept art this time, I created rough models for approval from the art team. After creating a high poly mesh, I used Substance to bake a detailed normal map. Texturing was partly procedural with layers of hand painted detail for oxidation, grime and other types of visual interest. 
Undersea models, sketches based off of photographs and illustrations from books and online resources. I wanted a good variety of colours, textures and shapes while prioritizing some of the weirder looking species.
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