TILBERINN (PC) - Environment & Props

Our final game project at The Game Assembly - TILBERINN, a FPS based on Call of Duty Zombies. Produced in about 9 weeks full-time. Edited through Unreal Engine, implemented in our game engine RNG. Created by RAGEBAIT.
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In the 1930’s, an Icelandic organization attempts to create the perfect soldier, able to withstand grievous injuries - even death. What they made turned out to be an even bigger threat to humanity; an undead soldier who would stop at nothing to sate their hunger for flesh. After an uncontrollable outbreak of the test subjects, the facility shut down.

Years later, it is your job to not only clear the place of the hoards infesting the underground facility, but also to find the antidote for the necromantic virus. Shoot, stab, and kill the infinite number of zombie waves, test your skill, resolve, and explore the four unique areas of the map.
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My primary responsibility on this project was the laboratory environment, where I focused on prop and material creation, mood, and storytelling through environment art. I was also primarily responsible for playtests.
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Play TILBERINN on Itch.io https://oliverriemvis.itch.io/tilberinn

Character posed by Sharon Chao. Thumbnail created by me.

Character posed by Sharon Chao. Thumbnail created by me.

Disclaimer: rendered in Unreal Engine (materials may not appear as in the game)

Disclaimer: rendered in Unreal Engine (materials may not appear as in the game)

Disclaimer: rendered in Unreal Engine (materials may not appear as in the game)

Disclaimer: rendered in Unreal Engine (materials may not appear as in the game)

ORM packed.

ORM packed.

An example out of several materials created by me. ORM packed.

An example out of several materials created by me. ORM packed.

An example out of several materials created by me. ORM packed.

An example out of several materials created by me. ORM packed.

A selection of assets created by me. Disclaimer: rendered in Unreal Engine (materials may not appear as in the game)

A selection of assets created by me. Disclaimer: rendered in Unreal Engine (materials may not appear as in the game)

Idea -> execution

Idea -> execution