Hugh McGinley - Artist, Designer, Producer
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Exodus Game Trailer

Exodus - Sewer Fly Through

In this area of the game, I modeled the lights, as well as a ladder and the debris in the water.
Exodus - Cave Fly Through

In this area of the game, I modeled the first-aid kit seen in the video.

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Company - Game Wizards
Platform - PC
Dates Employed - October 2009 - March 2010
Position - Environment Artist
Exodus was an Unreal mod created for Game Wizards in 2009 and 2010.  The game was shown off at GDC in 2011.  I was an environment artist on the project.
  • Created multiple assets for Exodus, varying in size and texture
  • Researched and gathered a great deal of reference in order to help correctly create each asset in 3D
  • Utilized a combination of programs like ZBrush, 3DS Max, Maya, and Photoshop to model and texture the assets
  • Met deadlines set for each asset
  • Implemented any changes requested by team leads


Exodus - Unreal Engine Renders

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This image is from Exodus in the UDK game engine. The lights, the ladder, and the paper debris in the water are what I created in this scene, which I did all of the modeling and texturing for in 3ds Max, ZBrush, and Photoshop.
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Another image from Exodus in the UDK game engine. The lights, the ladder, and the paper debris in the water are what I created in this scene, which I did all of the modeling and texturing for in 3ds Max, ZBrush, and Photoshop.
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Yet another image from Exodus in the UDK game engine. The lights, the ladder, and the paper debris in the water are what I created in this scene, which I did all of the modeling and texturing for in 3ds Max, ZBrush, and Photoshop.
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This image is from Exodus in the UDK game engine. The light assets and the paper debris in the water are what I created in this scene, which I did all of the modeling and texturing for in 3ds Max, ZBrush, and Photoshop.
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This image is from Exodus in the UDK game engine. I created the ladder and the light assets in this scene, which I did all of the modeling and texturing for in 3ds Max, ZBrush, and Photoshop.

Exodus - Asset Shots

Some of these assets made it into the game "Exodus", while others were a part of a level that was never added to the final product.
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3ds Max render of a jackhammer asset I created for the Game Wizards game 'Exodus'. I did all of the modeling & texturing for this asset in 3ds Max, ZBrush, and Photoshop.
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3ds Max render of a solar panel asset I created for the Game Wizards game 'Exodus'. I did all of the modeling & texturing for this asset in 3ds Max, ZBrush, and Photoshop.
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3ds Max render of a lean-to asset I created for the Game Wizards game 'Exodus'. I did all of the modeling and texturing for this asset in 3ds Max, ZBrush, and Photoshop.
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UDK and two Zbrush renders of a first-aid kit asset I created for the Game Wizards game 'Exodus'. I did all of the modeling and texturing for this asset in 3ds Max, ZBrush, and Photoshop.
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3ds Max render of a pallet asset I created for the Game Wizards game 'Exodus'. I did all of the modeling and texturing for this asset in 3ds Max, ZBrush, and Photoshop.
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ZBrush render of a sewer light asset I created for the Game Wizards game 'Exodus'. I did all of the modeling and texturing for this asset in 3ds Max, ZBrush, and Photoshop.

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  • Home
  • Shipped Titles
    • WemoLab >
      • Superfugu
      • theBlu
    • Obsidian
  • Personal Projects
    • 3D Projects
    • 2D Projects
  • Production
  • Resume/Contact