The following models and textures were all designed for my Third-Person-Shooter project known as "Mechasect-Mayhem." All 3D assets were made using Maya and Adobe Substance 3D Painter, while 2D assets were created in Photoshop
Landscape Textures
These three textures were designed for painting the various landscapes seen throughout the game. They represent the grass, mountains, and dirt respectively. They were made using Adobe Sampler and Photoshop
Health Pickup
This container was created with the sole purpose of regenerating the player's health whenever it runs low. Two versions were made: A large pickup, which fully restores the players health, and a small pickup which only restores half. Both were given basic floating animations that move up and down and spin 360 degrees.
UFO Lift and Switch System
All the assets showcased above were created with a single goal: Get the player to the bottom of the mountain to advance gameplay. The UFO lift was created as a platform for the main character to ride upon to reach such a destination. The lift was designed with separate models: The main lift, which is what the character stands on, and a propeller, located below the lift, which was added to give the assets a sense of movement during navigation using an animation similar to that of the health pickups.
The lever system is what activates the UFO's animations. With the press of the "E" key, the small lever in the switch box moves downward, activating the transportation when finished.
Both of these systems can be seen in the video below.
Blaster
This gun was designed to be the primary source of weaponry for the main character. It contains a primarily pink colour scheme, green acting as a secondary colour, and glowing emissive textures representing the ammunition. The following video highlights both forms of ammunition in action, as well as the guns light-up iron sights, which correlate with the ammo type being used.
Enemy Sign
This massive, authoritative sign was created in order to represent the enemy forces dominating presence on the main characters home planet. It is located at the end of the level.
Oil Container
These containers are small, handheld props which were made for purpose of populating the various tables found throughout the level.
HUD
These graphics were created using Photoshop with the purpose of representing and enhancing various elements of Mechasect Mayhems gameplay. from top-left to bottom-right this heads-up-display includes: 
-An item screen for highlighting collectables
-A screen displaying the name of the game
-A health bar, split into seventeen different sections
-Two ammo bars, one whole and the other split into four sections, which represent both ammo types present during gameplay. Pulse ammo regenerates, while blast ammo has a four shot capacity, hence the four separations
Gameplay Videos
The following videos contain gameplay of Mechasect Mayhem from start to finish. The first video contains footage from an older version of the game when the textures saturation were overly bright while the second video shows the final version of the game, with these textures dulled and additional assets added throughout

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