The Black Rose
I rigged the main encounter in the game and decided together with designers how this event should play out.

I rigged the main encounter in the game and decided together with designers how this event should play out.

Rigged the main encounter using a temporary mesh then gave it to our animator Stephanie Strand.

Rigged the main encounter using a temporary mesh then gave it to our animator Stephanie Strand.

I decided that we should make a level specific animation and as soon as the player is to close the main encounter will play another animation of you getting grabbed.

I decided that we should make a level specific animation and as soon as the player is to close the main encounter will play another animation of you getting grabbed.

Another encounter I rigged and animated. I wanted it to feel glitchy and snappy.

Another encounter I rigged and animated. I wanted it to feel glitchy and snappy.

This character was animated only using blendshapes of him breathing.

This character was animated only using blendshapes of him breathing.

This encounter is not used in the game because of it breaking the phasing in game.

This encounter is not used in the game because of it breaking the phasing in game.

Rigg of the missing encounter.

Rigg of the missing encounter.

Triplanar vertex paint on the wall. Most walls has this shader but this wall is a special case because it needed to have a worm material that moves.

Triplanar vertex paint on the wall. Most walls has this shader but this wall is a special case because it needed to have a worm material that moves.

Most materials I made that covered a most of our flat surfaces.

Most materials I made that covered a most of our flat surfaces.

This is how the shader on the wall looked like. First it projects the texture on every axis then you are able to blend it by painting vertex colors on the object.

This is how the shader on the wall looked like. First it projects the texture on every axis then you are able to blend it by painting vertex colors on the object.

Lighting made in the first loop that has a warm mood.

Lighting made in the first loop that has a warm mood.

This is the lighting you see when you enter the corridor for the first time.

This is the lighting you see when you enter the corridor for the first time.

This is the corridor in another loop with a creepier mood.

This is the corridor in another loop with a creepier mood.

The Black Rose | Trailer

The Black Rose

This is a psychological horror game made in 7 weeks in Unity together with students from Futuregames. I was a technical artist working with rigging up the encounters and solving the technical part together with designers about how the last chase scene could work out. I also worked on materials, shaders and lighting for the project and tried to set up the mood for each loop to build up into a creepier experience.
Link to the game: https://unallocated.itch.io/the-black-rose
Link to playlist of gameplay: https://www.youtube.com/watch?v=5_e-M3rw31A&list=PL80OuEsrOtfCIPbGRsKSZ8r-16cEmYh-7&index=2&t=15s

Links to the 3D team:
Stephanie Strand: https://www.artstation.com/stephanie_strand
Corinne Boman: https://www.artstation.com/corinneboman
Sabina Byström: https://www.artstation.com/tweaksqueak

Designers:
Alfred Ruckle
John Walden
Malin Wong

2D-artists:
Lovisa Pärli
Lilly Wang

Programmers:
Marcus Björk
Dag Wirström
Khomsan Bangbor

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