Subway Station
FIRST 3D PROJECT
PROJECT INFO​​​​​​​

Date
3rd semester (2020/2021) @ Game Design, HTW Berlin

Duration 
2 weeks

Coach
Prof. Jan Berger

Technology
Unity, Maya, Substance Painter, Adobe Photoshop
PROJECT INFO​​​​​​​

Date
3rd semester (2020/2021) @ Game Design, HTW Berlin

Duration 
2 weeks

Coach
Prof. Jan Berger

Technology
Unity, Maya, Substance Painter, Adobe Photoshop
Preparation
I visited the Subway station Paracelsusbad a couple of times to measure every object or estimate everything I could not measure. I also took a lot of photos and prepared a lot of sketches.
The most important thing at the beginning was to organize, how I could divide the station into smaller parts that I could seamlessly put together. Sketching things out and making a block out of the whole station helped quite a bit.
Blockout of the station quickly done in Miro
Modeling and texturing
With my reference photos in the background, I started modeling the objects in Maya, always keeping an eye on the proportions. With the help of Photoshop, I made most of the textures from the photos I had taken, the rest of the texturing was done in Substance Painter. 
Setting up the scene inside Unity
With all the assets done, I started putting everything together. I added Decals and experimented with the lighting setup to get everything as realistic looking as possible.
CLAIRE
FIRST 3D CHARACTER
PROJECT INFO

Date
6th semester (2022) @ Game Design, HTW Berlin

Coaches 
Prof. Jan Berger

Technology
UE 5, Maya, Blender, Substance Painter/Designer, Adobe Photoshop
Constraints
Designing an expressive digital character, including textures, rigging, and an idle animation. Vertices should be between 10k and 20k.
My learnings
Going through the design process of a digital character from start to finish, and learning what to pay attention to while making a design was a great experience. This project also covered a great deal of technical knowledge, such as sculpting, retopology, rigging, skinning, and animation. 
Rigging
I rigged and animated my character with the help of aniMeta, a program my professor developed to simplify the process. It generates a simple biped rig, which I have adapted and expanded.

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