Title: Medieval House
Artist: Jeff Parrott
Website: www.environmentartist.com
Info: 5,000 polygons
From the Artist: "I wanted to create a low polygon project that utilized hand-painted textures and vertex lighting in a painterly art style. As far as color scheme and lighting, I tried to keep it fun but simple."
Title: Roberta: Depth Charge Drone
Artist: Adam Bromell
Website: www.adambromell.com
Info: Roberta model: 7,000 polygons; approximately 300,000 polygons for the entire scene
From the Artist: "I saw a concept for this robot-type thing by Feng Zhu, and after playing Bioshock, was inspired to take the design and come up with my own back story and setting for it. From there, Roberta was born."
Title: Forklift
Artist: Tom Poon
Website: http://tompoon.com/
Info: 2,751 polygons
From the Artist: "It's not exactly a major prop, but I spent about 18 hours making this asset and had some fun with it. It's rendered using the Marmoset game engine."
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Title: Asian City
Artist: Paul Presley
Website: www.3dpaul.com
From the Artist: "I've never been to Japan before, so trying to create a place where people can call shenanigans on me if I got it wrong was a huge challenge. With tons of reference, I got to work on creating a city that would push me artistically and mentally. I worked on the piece whenever I had the free time, so when all was said and done, it was a huge relief and a great accomplishment to get something of this magnitude finished."
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Title: Savannah Tree
Artist: Michael McKinley
Website: http://www.mtmckinley.net/
Info: 1,760 polygons
From the Artist: "The tree project was one of the first models I made for the book, and I wanted to do something a little bit different. Using a more cartoony style seemed to work well for it!"
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Title: Number 77
Artist: Michael McKinley
Website: http://www.mtmckinley.net/
Info: 9,021 polygons
From the Artist: "I originally wanted to make a very realistic car for the book, but because of my lack of time, I had to go for a more stylized visual guideline for the vehicle, hence the lack of engine details. However, I think it worked pretty well in the end, and I could definitely see playing a racing game in this sort of style sometime in the future."
Title: The Office Building
Artist: Michael McKinley
Website: http://www.mtmckinley.net/
Info: Approximately 100 to 300 polygons per module
From the Artist: "One of the first jobs I had in the game industry relied heavily on modular assets because our team size was so small. But even with a small team, we managed to make large, varied levels using modular building."
Title: The Mysterious Canister
Artist: Michael McKinley
Website: http://www.mtmckinley.net/
Info: 4,028 polygons
From the Artist: "This was a fun project for the book because I pretty much just allowed myself to make up stuff as I went along, using no guide or reference and just pulling ideas from the games I played in my youth, such as Metroid and Contra!"