Do or Die
| Developer | Role | Engine | Team Size | Project Duration |
|---|---|---|---|---|
| Low Rollers | 3D Artist | Unity | 9 | 2 months |
Do or Die is a 3D platformer set in a casino. You play as Dice Head, leaping through the levels in order to break the curse that has transformed you into this form. This project was my first proper team experience and, while I can look back with criticisms toward my contributions, the lessons I learned from it were invaluable.
Dice Head
| Tools | Tri Count | Texture Resolution |
|---|---|---|
| Blender | Substance Painter | 15k | 2048×2048 |
The player character was based off a design I sketched on a white board. I like the idea (especially the modified pattern for the face), but the final model has a number of issues. Limited time meant optimization wasn’t a priority, so what was supposed to be the mid-poly ended up in-game.
This was also my first time working with motion capture data. It was an interesting experience getting the data to work with such a non-standard character’s proportions.
Stache
| Tools | Tri Count | Texture Resolution |
|---|---|---|
| Blender | Substance Painter | 16k | 4K |
Stache, the antagonist, was one of the first characters I had ever sculpted from scratch. We didn’t end up recording mocap data for him, so I had to make some rough keyframed animations.
Post Mortem
This was my first proper experience on a team and I learned a ton from the experience. The limitations in my skills at the time and the challenges they caused drove me to become more proficient in sculpting, topology, and real-time animation. More importantly though, I learned a great deal about being a proper team player. And what is more valuable than that?



