3D Asset Design, Rigging, and Animation
EXODUS: GOODBYE, WORLD
For the game Exodus: Goodbye, World, I modeled a variety of 3D assets that enhance the earthy and magical setting of the game. My contributions include thematically consistent models that enrich the game's environment and player experience.
Each asset was designed to provide high-quality textures and realistic animations that contribute to the developing environment of the game. My work on these 3D models demonstrates my ability to create detailed and engaging assets that support both the environmental storytelling and the player's interactive experience within the game.
For Exodus: Goodbye, World, I handled the complete pipeline of 3D asset creation, rigging, and animation for some environmental props, animal models, character models, and event assets. Focusing on detail to bring the post-apocalyptic world to life, each model was designed and rigged in Blender to provide smooth, dynamic movement, and I animated key interactions and behaviors to enhance gameplay. Each model was designed to enable smooth, dynamic movement, with animations to enhance key character interactions. Adhering to game engine guidelines, I balanced polygon counts to optimize performance and ensured smooth surface deformation during animations. Rigging layouts emphasized intuitive control and reflected accurate biological structure for realistic motion. All textures were procedurally produced with nodes within Blender.
Animal Models
I created models of chickens and a rooster, that populate the game's farm area. The chickens (comedically called “Chimkens”) have multiple textures to mimic real chicken breeds, as well as provide a variety of colorations for Easter.
Additionally, I designed two distinct deer models that add to the game's reclaimed landscapes. Both male and female models were created to provide more diversity in the sparse biome of an early game.
Environmental Props
I modeled a scarecrow, pumpkins, a basket, gravestones, and rock piles for users to interact with to improve the yearly Halloween holiday event experience. I also modeled a Jack-O-Lantern and traditional carved beet to add to the holiday’s theme. The scarecrow was designed to provide magical and eerie ambience. The pumpkins come in various sizes, shapes, and colors to add variety and realism to each scene. The gravestones and rock piles litter the landscape during Halloween and provide users more immersive elements to navigate.
Character Customization
I developed a unique pumpkin-themed pet skin, allowing players to personalize their in-game companions with a seasonal design. The skin replaces the player’s currently equipped pet with a magical Jack-O-Lantern that walks on vines. There is an orange and less common black version for players to work towards.
Event Assets
For in-game events on Halloween and Easter, I created event "tickets" that players can collect and deposit to a local NPC for a community reward. These assets are designed to align with the game's event narratives and enhance the overall atmosphere.
I also designed a pumpkin event boss for Halloween, called the PumpKing. This NPC served as an interactive character and focal point for the yearly Halloween event. Players can visit the PumpKing to contribute their collected pumpkins and work together to unlock a collective reward.




