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Lionheart: Dark Moon

Lionheart Dark Moon is a sequel to Lionheart Tactics, and is also an original IP based on the lore by Angus Weiss Syme. It's a character-collecting RPG for mobile, and was built using the Unity engine. It came out around 2017, and to its credit, is still running.

Role: Lead Environment Artist
-greyblocked, modelled, and painted the landscapes
-worked with Design to ensure the layout worked for gameplay
-worked with Narrative to ensure the landscapes fit their story
-in many cases concepted the scenes myself
-modelled and textured assets/props
-placed/composed everything in the scene
-lit scenes
-prepared scenes for export
-ensured we were within budget

Modelling: low-poly
Texturing: hand-painted Albedo (no Normal or Pack maps, no PBR)
Lighting: baked

It was a lovely project to work on. Lots of charm, original IP, had lots of autonomy and variety, and using 3d coat to paint directly on the models was a lot of fun. Still one of my favourite projects at ECG.

Angus Weiss Syme envisioned the world
Tony Tsang provided Art Direction

https://www.linkedin.com/in/silentt/
https://www.linkedin.com/in/angussyme/

In-engine scene of Trellis: think Siberia with centaurs.  

This was based on one of Billy Wimblett's concepts.

Very unlikely that I would've come up with that colour combination otherwise, but it works really well.

In-engine scene of Trellis: think Siberia with centaurs.

This was based on one of Billy Wimblett's concepts.

Very unlikely that I would've come up with that colour combination otherwise, but it works really well.

Hand-painted albedo map for the Dacha

Hand-painted albedo map for the Dacha

Low Poly model with Wireframe

Low Poly model with Wireframe

Model with Albedo map

Textures for Sack, Campfire and Skulls respectively.  Hand painted albedo.

Textures for Sack, Campfire and Skulls respectively. Hand painted albedo.

Low Poly model with Wireframe

Low Poly model with Wireframe

Campfire: basically a still life to show some of the props that go into the scenes.

I really enjoyed painting the burning/charred wood. Lots of fun.

In-engine scene of the Tumbledowns: a magical forest...and my favourite scene to model :-)

In-engine scene of the Tumbledowns: a magical forest...and my favourite scene to model :-)

Textures for Leaves, Barrow and Flowers respectively.  Hand painted albedo.

Textures for Leaves, Barrow and Flowers respectively. Hand painted albedo.

Low Poly model with Wireframe

Low Poly model with Wireframe

Overgrown Barrow: super low-poly but still get some nice shapes; especially those juicy flowers.

Textures for Tree and Mushrooms respectively.  Hand painted albedo.

Textures for Tree and Mushrooms respectively. Hand painted albedo.

Low Poly model with Wireframe

Low Poly model with Wireframe

Tumbledowns Tree with Mushrooms

Village: the home base for the player; meant to feel welcoming.

We had an alternate version originally which had more of a bird's eye view (which I preferred), but a decision was made to go with something closer to the ground for a more intimate feeling.

Village: the home base for the player; meant to feel welcoming.

We had an alternate version originally which had more of a bird's eye view (which I preferred), but a decision was made to go with something closer to the ground for a more intimate feeling.

Textures for Crest, Guild Hall and Leaves respectively.  Hand painted albedo.

Textures for Crest, Guild Hall and Leaves respectively. Hand painted albedo.

Low Poly model with Wireframe

Low Poly model with Wireframe

Guild Hall

In-engine scene of Stormfur Bay

Concept by Billy Wimblett

In-engine scene of Stormfur Bay

Concept by Billy Wimblett

Textures for Beacon, Ursus Statue, and Pillar respectively.  Hand painted albedo.

Textures for Beacon, Ursus Statue, and Pillar respectively. Hand painted albedo.

Low Poly model with Wireframe

Low Poly model with Wireframe

Ursus Statue

In-engine scene of Ibrim: a recently abandoned, sand-engulfed desert city.

In-engine scene of Ibrim: a recently abandoned, sand-engulfed desert city.

In-engine scene of the Tumbledowns Event

In-engine scene of the Tumbledowns Event

In-engine scene of the Gaea Arena

Concept by Youssef Zamani.

Lots of perspective fakery here to provide depth, as our FOV was so shallow.

In-engine scene of the Gaea Arena

Concept by Youssef Zamani.

Lots of perspective fakery here to provide depth, as our FOV was so shallow.

In-engine scene of the Clanking Citadel.  Basically a giant library.

In-engine scene of the Clanking Citadel. Basically a giant library.

In-engine scene of Caernholme: one the land of the Rose Elves I believe, and now becoming overgrown and corrupted.

In-engine scene of Caernholme: one the land of the Rose Elves I believe, and now becoming overgrown and corrupted.

In-engine Vault: this is the backdrop for your character inventory screen; where you get to equip them, level them up, etc.

Check out the colour on the ground cast by the light coming through the windows.  Pretty sweet tech for a 10yr old mobile game :-)

In-engine Vault: this is the backdrop for your character inventory screen; where you get to equip them, level them up, etc.

Check out the colour on the ground cast by the light coming through the windows. Pretty sweet tech for a 10yr old mobile game :-)

In-engine scene of the Dark Titan: pretty much a crypt

In-engine scene of the Dark Titan: pretty much a crypt

In-engine scene of the Wyld Titan:

In-engine scene of the Wyld Titan:

In-engine scene of the Elemental Titan:  Ice on one side, and Lava on the other.

Concept by Youssef Zamani

Pretty proud of my hand-painted ice :-)

In-engine scene of the Elemental Titan: Ice on one side, and Lava on the other.

Concept by Youssef Zamani

Pretty proud of my hand-painted ice :-)

In-engine scene of Skein:  This is the introductory battle, and was meant to feel relatively safe.  Like being in the Alps in the springtime.  The hills are alive ;-)

I don't remember who did this concept though, sorry.

In-engine scene of Skein: This is the introductory battle, and was meant to feel relatively safe. Like being in the Alps in the springtime. The hills are alive ;-)

I don't remember who did this concept though, sorry.