Prop Art

Moore Manor

A shot from the game. The books, table, plate and cup are all assets I made.

For the final project of my second year in Escape Studios, I took up the mantle of creating incidental and (mostly) static props for a VR game that we called Moore Manor. My contribution seems quite little on the surface, however if you take a look at the full spread of props I made, it actually turns out to be quite a few.

A spread of all assets I made and are in use within the game.

Most of these props were made with the idea with ‘good quality, done fast’. Plenty of these props are simple meshes with simply made textures made through Autodesk Maya and Substance Painter, and quickly imported into Unreal Engine. Here’s some examples of props which were made in about 3-5 hours per prop:

Multiple assets went through plenty of iterations. The vase is the most notable one – initially, I wanted to keep it relatively low-poly by not modelling the hole inside of it (and also reducing geometry in general), which turned out to not have the desired look that the project leader wanted. I then modelled the hole inside the vase and adjusted the textures accordingly, and additionally made a new set of textures which went unused.

For a project trying to maximize realism, I didn’t use as much sculpting as I should have for the sole reason that I was far from confident at using Zbrush for my work. However, in the second half of the project where people doing as many assets as possible was necessary, I did use Zbrush and sculpted a high-poly model for some of my assets. The main asset was the side table, which you can see placed around the map.

Finally, the books were my most iterated upon model. It went through many different phases, and I also used Autodesk Maya’s MASH feature to simulate book piles, which have been scattered around the map.

Here’s more in-game shots of my props.