Horror AAA Game

see below


Styleframes Design


Horror AAA Game

Promo Package

Dead by Daylight

Promo Package

Dead by Daylight

Promo Package

I was asked to create assets for a branding package related to a AAA game title. This package has been created for their 5th-anniversary broadcast and as promotional materials for the event.

Behavior Interactive asked us to create a branding package for their game Dead by Daylight. This package has been created for their 5th-anniversary broadcast and as promotional materials for the event.

Behavior Interactive asked us to create a branding package for their game Dead by Daylight. This package has been created for their 5th-anniversary broadcast and as promotional materials for the event.

INFOS

About The Project

INFOS

About The Project

INFOS

About The Project

Role | styleframing - animation - shading - lighting - render - compositing

Client & Year | Behavior Interactive - 2021 

Role | styleframing - animation - shading - lighting - render - compositing

Client & Year | Behavior Interactive - 2021 

Role | styleframing - animation - shading - lighting - render - compositing

Client & Year | Behavior Interactive - 2021 

dbd_gameReady

MAIN TASKS

Transform Game Ready Assets

 

My main task has been to rework a game-ready asset, to be more specific a skull, into a more realistic object. That way, the skull could be used as the center of interest for production materials while being more fun and interesting to look at.

As you can see on the side of this paragraph, this was the starting asset I had to rework.

MAIN TASKS

Transform Game Ready Assets

 

My main task has been to rework a game-ready asset, to be more specific a skull, into a more realistic object. That way, the skull could be used as the center of interest for production materials while being more fun and interesting to look at.

As you can see on the side of this paragraph, this was the starting asset I had to rework.

MAIN TASKS

Transform Game Ready Assets

 

My main task has been to rework a game-ready asset, to be more specific a skull, into a more realistic object. That way, the skull could be used as the center of interest for production materials while being more fun and interesting to look at.

As you can see on the side of this paragraph, this was the starting asset I had to rework.

SMOOTH SAILING

Great reviews, quick progress

 

It's always fun when a project goes really well, in this case, I quickly got the job approved by the client with really good feedback, so we moved quickly onto the next step: animation loops with the skull as the main element. At this point, I helped the team by creating a background loop, shaders, and a lighting set-up for a logo build.  

SMOOTH SAILING

Great reviews, quick progress

 

It's always fun when a project goes really well, in this case, I quickly got the job approved by the client with really good feedback, so we moved quickly onto the next step: animation loops with the skull as the main element. At this point, I helped the team by creating a background loop, shaders, and a lighting set-up for a logo build.  

SMOOTH SAILING

Great reviews, quick progress

 

It's always fun when a project goes really well, in this case, I quickly got the job approved by the client with really good feedback, so we moved quickly onto the next step: animation loops with the skull as the main element. At this point, I helped the team by creating a background loop, shaders, and a lighting set-up for a logo build.  

DBD-BGLOOP-V002-square3

STYLEFRAMES

Mood. Cameras, Lighting.

STYLEFRAMES

Mood. Cameras, Lighting.

STYLEFRAMES

Mood. Cameras, Lighting.

The studio gave us a small guideline with the layouts they wanted. The examples had the skull placed on the left to have enough place for texts. So I created 4 different styleframes to lock camera placement, lighting, and mood. On this we animated and rendered the 4 cameras out of c4d, and used the animation in different graphics. Below are the 4 styleframes I designed.

Behavior gave us a small guideline with the layouts they wanted. The examples had the skull placed on the left to have enough place for texts. So I created 4 different styleframes to lock camera placement, lighting, and mood. On this we animated and rendered the 4 cameras out of c4d, and used the animation in different graphics. Below are the 4 styleframes I designed.

Behavior gave us a small guideline with the layouts they wanted. The examples had the skull placed on the left to have enough place for texts. So I created 4 different styleframes to lock camera placement, lighting, and mood. On this we animated and rendered the 4 cameras out of c4d, and used the animation in different graphics. Below are the 4 styleframes I designed.

CONTENT 01

Background Loop

CONTENT 01

Background Loop

CONTENT 01

Background Loop

3 of these 4 styleframes were selected to create a Background Loop. I comped the 3 animations over the background sent by the client, I added fog and created glitches transition.

3 of these 4 styleframes were selected to create a Background Loop. I comped the 3 animations over the background sent by the client, I added fog and created glitches transition.

3 of these 4 styleframes were selected to create a Background Loop. I comped the 3 animations over the background sent by the client, I added fog and created glitches transition.

CONTENT 02

Logo Shader

CONTENT 02

Logo Shader

CONTENT 02

Logo Shader

The logo of the event was still in development when I was booked, but I was asked to create a gold shader and a a lighting set-up for it anyway. That way we could have everything ready for when the logo is final. 

The logo of the event was still in development when I was booked, but I was asked to create a gold shader and a a lighting set-up for it anyway. That way we could have everything ready for when the logo is final. 

The logo of the event was still in development when I was booked, but I was asked to create a gold shader and a a lighting set-up for it anyway. That way we could have everything ready for when the logo is final. 

DBD-BGLOOP-V003-MT-135mm_front
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Credits

Art Director - Ramon Pep

CGI Artist - Maxime Truchon

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