Harbinger of Spring | iX Game Studio

As it stands, Harbinger of Spring is the product of eighteen weeks and an incredible team. Originally starting with nine core members, the team has since grown to encompass over twenty people, all with their own unique roles and talents. I functioned as the teams Zbrush artist, both being responsible for creating the character, as well as many of the environmental hero assets that can be found around the map. I also lead the UI/HUD Art direction.
Harbinger of Spring is a first person, multiplayer shooter, set in the near distant future. Players engage in a capture-the-flag style bout; Containers of sap are scattered throughout the map, and players must be the first to retrieve them and return them to their designated drop off point.
The character breakdown can be found on my profile.

Harbinger of Spring Official Trailer

Harbinger of Spring | Official Environment Trailer | iX Game Studio

Vista shot of the tree and basin. I modeled the tree in Zbrush, and used Fibermesh for leaf placement.

Vista shot of the tree and basin. I modeled the tree in Zbrush, and used Fibermesh for leaf placement.

View from the basin well.

View from the basin well.

Lower basin level - For this area, we wanted to differentiate it from the above walkways. We achieved this by making the area have a swampy, marsh-like biome. Glowing alien plants nestle under the roots, which in turn are blanketed by a thick, purple fog.

Lower basin level - For this area, we wanted to differentiate it from the above walkways. We achieved this by making the area have a swampy, marsh-like biome. Glowing alien plants nestle under the roots, which in turn are blanketed by a thick, purple fog.

Inner Pyramid View; I was responsible for modelling the root column, as well as the other roots you see around the environment.

Inner Pyramid View; I was responsible for modelling the root column, as well as the other roots you see around the environment.

View of the rift-gate. Model by Logan Schomburg.

View of the rift-gate. Model by Logan Schomburg.

One of the many hero assets I was responsible for. The crane was one of the human elements we introduced to show the destruction of the militant humans that have invaded the temple.

One of the many hero assets I was responsible for. The crane was one of the human elements we introduced to show the destruction of the militant humans that have invaded the temple.

Entrance to the bunker.

Entrance to the bunker.

A man-made bunker, depicting their encroachment on the temple. Models by Ziming Wang.

A man-made bunker, depicting their encroachment on the temple. Models by Ziming Wang.

The face was one of my core environment models. We wanted to show the grandness and legacy of the beings who had made the temple, and thus decided a large stone face served the purpose well.

The face was one of my core environment models. We wanted to show the grandness and legacy of the beings who had made the temple, and thus decided a large stone face served the purpose well.

Detail shots of the crane, along with a wireframe reference.

Detail shots of the crane, along with a wireframe reference.

Various foliage assets I created.

Various foliage assets I created.

Display of my roots and tree asset.

Display of my roots and tree asset.

Isolated tree shot.

Isolated tree shot.

The face was probably one of the most enjoyable assets I worked on.

The face was probably one of the most enjoyable assets I worked on.

Crane Overview

Crane Overview

Current Title Card, courtesy of Deidre Harder

Current Title Card, courtesy of Deidre Harder

Current Team List

Current Team List