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CLIENT: TECHLAND (2013-2018)

PROJECTS:

  • DYING LIGHT

  • DYING LIGHT: THE BOZAK HORDE

  • DYING LIGHT: THE FOLLOWING

  • DEAD ISLAND DEFINITIVE EDITION

  • FIM SPEEDWAY GRAND PRIX 15

  • DYING LIGHT 2

Scope of work covered: environment modeling and texturing, vehicle design, modeling and texturing, graphic design, prototyping.

All the models were created in Blender and 3DS Max, textured in Photoshop, and rendered in Chrome Engine.

THE FOLLOWING: BUGGY

The main vehicle from Dying Light’s DLC. Serves as a companion vehicle for the player, allowing for multiple modifications, ranging from looks, armor to weapons. Even a flamethrower.

karol-miklas-buggy-6.jpg

MIDPOLY WORKFLOW

To deliver multiple iterations of the vehicle as the design evolved, the model was made in a mid-polygon workflow (averaged normals). This saved a lot of time between decision making and implementing it into the mesh. It also allowed for saving texture memory, as some of the object could use repetitive, small sized textures.

CUSTOMIZATION

The Buggy’s bodywork, being modular, growing as we find more parts in the game, allowed for application of multiple paintjobs. Those had to be found in the game’s world or were aquired by players during multiple marketing campaigns.

THE PRETENDER

Another vehicle from The Following was an off-road car named Pretender. Being a blocky, all-purpose vehicle, it found it’s way into multiple environment settings and throughout the story.

karol-miklas-pretender-6.jpg

OTHER ENVIRONMENT VEHICLES

A few other vehicles were made for Dying Light to help fill the open world of the game.

 ENVIRONMENT PROPS

Some of the objects from Dying Light’s environment.

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