Holly Shepard
3D Environment and Prop Artist
Games I've worked on
Bladed Weapons
Everything in the scene was first modeled in Maya, then brought in for a detail sculpt in Zbrush, textured in Substance Painter, and then rendered out in Marmoset 4.
These weapons were made from an existing concept by Grady Frederick:
Burger
This is a stylized burger model that I made completely inside of Blender. This includes modeling, texturing and the small animation.
Boltfruit
This is a stylized fictional fruit that I made completely inside of Blender. This includes modeling, texturing and the small animation.
This model was made from an existing concept by my friend Surge.
Boltnana
This is a set of stylized fictional fruit that I made completely inside of Blender.
This model was made from an existing concept by my friend Surge.
Forgotten Attic
An attic environment I created inside Unreal. Maya, Substance Painter, and Substance Designer were also used to create the elements in this scene.
Original Concept by RóisÃn Clothier
Private Investigator Office
This is a Private Investigator's Office environment. It was modeled in Maya, textured in Substance Painter, and rendered in Unreal. Textures, such as the wood used on the desk and other furniture, floorboards, and wallpaper, I created using Substance Designer.
Gameboy
This GameBoy was textured in Substance Designer over a base low-poly model created in Maya. All of the details are textured and not modeled. A challenge of this project was to not use SVGs so things such as logos are made using shapes.
Role: Lead and General Artist
Play as the Install Wizard in an exciting retro twin-stick shooter/dungeon crawler in which you use your digital sorcery to zip around and fight within corrupted programs to take back your computer from the hands of an evil virus!
Role: Prop Artist
Yolk is an exploration game where the player takes on the role of Yolk, a small egg-like creature.
Village
This is a stylized village I created. The buildings are created from a set of modular pieces. All of the models were created in Blender, textures were made in Substance Designer, and everything was built in Unity. The layout was dictated by an existing concept.
Procedural Metro Tile
Procedural Beach
Procedural Wood
Holly
3D Environment and Prop Artist