Systems and Level Designer
Mobula
The denizens of the sky empire rely on one individual for all their transportation needs. You, the sky ray that is tasked with carrying citizens from city to city so they may go about their day. Your days are somewhat repetitive but rewarding as you serve the people of the sky empire, but that peaceful monotony is about to be broken. The Leviathan has arrived, a large, hungry shark that threatens the peace of the sky empire. Carry scientists and engineers to their destinations so they may prepare for the oncoming threat of the Leviathan while simultaneously managing your daily taxiing duties to save and maintain the sky empire.
Mobula was made as the capstone project for my team in 2022, our senior year at SCAD. My primary role was that of a character and asset designer and modeler. I also worked on designing some of the systems of the game, along with playtesting and bug finding.
This project was made alongside Jack Rosa, Alexandra Biascoechea, Chuan Luo
Tony Hulick, and Zhongkai (Kai) Xiao

In- Game screen shots




Substance Painter shots of characters I modeled, UV'd, and textured.



Substance Painter shots of buildings modeled, UV'd, and textured. Each building has 3 different color versions.



Sky Whale, Sky Crab, and Shark Gun (partial and fully constructed versions) as rendered in the game. Modeled, UV'd, and textured by me.



City station assembled by me.



Player start island for level 3.
