Techtonica Machine Art

As a core member of the Techtonica art team, I led the concept, design, and prototyping of several key machines integral to the game’s underground automated factory networks. Drawing inspiration from 1950s industrial machinery and Maschinen Krieger, I crafted designs that convey a heavy-duty, repurposed aesthetic while meeting gameplay requirements.

I developed master smart materials in Substance Painter to ensure visual consistency across all machines, optimizing texture atlases to prioritize high-visibility areas without sacrificing detail. Polycount and texture constraints demanded creative efficiency in modeling, balanced with maintaining the game’s distinct art style.

Collaboration with game designers ensured machine bases adhered to grid-friendly layouts compatible with gameplay systems. Using Photoshop, Blender, Substance Painter, and Unity, I delivered polished prototypes that blend artistic vision with technical precision, supporting both visual impact and real-time performance.

Software: Photoshop, Blender, Substance Painter, Unity

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