Work on Chicken Run 2: Eggstraction (video Game)

As the Character Artist on the games team at Aardman, I've modeled/sculpted and textured over 30 original game-ready characters for the Chicken Run 2 Game Using Autodesk Maya, Zbrush, Substance Painter, Substance Designer, and Unreal Engine 5, Managed directly by the Art Director and Lead Artist.
I was also responsible for the retopology and optimization of all chicken models from the film to ensure they were game-ready. In addition, I retextured the models using Substance Painter and developed specific materials in Substance Designer for various parts of the chickens. I also handled shader look development within Unreal Engine 5 to achieve the desired visual quality.

Below are a few of the finished models I created for the game and some environment prop work that I've done.

Concept Art/Art Director: Paul Abbott https://www.linkedin.com/in/paul-abbott-8779482a/
Lead Artist/Associate Art Director: Codey Dyer https://www.linkedin.com/in/codeydyer/
Character Artist: Okera Damani https://www.linkedin.com/in/okera/
Env Artist: Shaz Abdullah
Senior Tech Artist : Arkadiusz Dawidowski
Animation Director: Nick Hales
Promotional renders by Jim Grant

CHARACTERS

Above: Example of Texture maps, a lot of the details had to be incorporated into the texture to save on memory and space, Packed textures was also used for maps like occlusion, roughness, and metallic (ORM)

Above: Example of Texture maps, a lot of the details had to be incorporated into the texture to save on memory and space, Packed textures was also used for maps like occlusion, roughness, and metallic (ORM)

Turnables I rendered In Substance Stager

Turnables I rendered In Substance Stager

For the NPC Guards, 2 Models were textured using one texture map to preserve memory, with a generic tone being used as the base colour to allow for further variation in engine. I then built a shader in Unreal Engine that utilizes masks painted in Substanc

For the NPC Guards, 2 Models were textured using one texture map to preserve memory, with a generic tone being used as the base colour to allow for further variation in engine. I then built a shader in Unreal Engine that utilizes masks painted in Substanc

Footage of Characters in Game

Footage of Characters in Game

Footage of Characters in Game

ENVIRONMENT PROPS

Campaign Map