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ONAR - Props & Weapon's Look Development

A Collection of Assets made for Look Development for ONAR

A Collection of Assets made for Look Development for ONAR

Weapons, Shields, Equipment and Pop-up Barricades

Weapons, Shields, Equipment and Pop-up Barricades

Equipment was themed to have a neo-brutalist aesthetic.

Equipment was themed to have a neo-brutalist aesthetic.

Navigational Equipment - Binoculars (Modelled by Blayne Fitzpatrick), Wristwatch & Map Projector

Navigational Equipment - Binoculars (Modelled by Blayne Fitzpatrick), Wristwatch & Map Projector

Enemy Cage Drone - Capable of emitting pulses of energy to incapacitate the player.

Enemy Cage Drone - Capable of emitting pulses of energy to incapacitate the player.

A Shield & Energy Baton, used by the enemy AI to fight and disable the player character.

A Shield & Energy Baton, used by the enemy AI to fight and disable the player character.

Shield could be 'electrified' using the switch at the back to deliver a shocking shield bash.

Shield could be 'electrified' using the switch at the back to deliver a shocking shield bash.

Brutalist Hunting Shotgun, used by the Enemy AI to attack the player from range.

Brutalist Hunting Shotgun, used by the Enemy AI to attack the player from range.

The player had access to an older styled shotgun made out of 'contemporary materials'.

The player had access to an older styled shotgun made out of 'contemporary materials'.

Drone Spikes could be set up to form barriers the player had to disable, and could be thrown like a spear.

Drone Spikes could be set up to form barriers the player had to disable, and could be thrown like a spear.

3 Prongs would spread out and they would drill into the ground to secure themselves in position.

3 Prongs would spread out and they would drill into the ground to secure themselves in position.

Marmoset View of Look Dev Assets

Intro Cutscene for ONAR - Featuring some of the assets shown above.

ONAR - Props & Weapon's Look Development

DISCLAIMER: These assets, while being made for use in a game, were not adapted to be game-ready as the project never advanced beyond the Look Dev stages. This was unfortunate, as I really enjoyed working on Sci-Fi themed assets.

Modelled & Textured by Callum Luckwell, exception being the Binoculars which were modelled by Blayne Fitzpatrick.