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Night Heist: Props and Environment

Over the course of the last year, I was honored to be a prop artist for the soon-to-be-released 3D game, Night Heist. The world of Night Heist takes place 200 years into the future, where a museum of human history preserves what is left of mankind's origins following an AI Robot vs Human war. The game features two teams: thieves who want to steal the artifacts, and the guards who want to protect them.

I did dozens upon dozens of props for this game over the course of production, and these are just a handful of those which went into the final product. I very much enjoyed the experience of exercising my skills and working with other artists of different disciplines as well as professionals of other fields entirely such as level designers and programmers. I also had a great time working in visual development for the project in order to create prop concepts which helped to direct the overall look of the game. The project was done in Unreal Engine as well as these renders.

Working with a greybox prototype, I communicated with my team to begin pushing visuals for what we wanted artifacts to look like, and how we could fit the past and the future cohesively.

Working with a greybox prototype, I communicated with my team to begin pushing visuals for what we wanted artifacts to look like, and how we could fit the past and the future cohesively.

In the game, there are six artifacts worth more points than the others when stolen. I was in charge of the most dangerous artifact, the brain of a robot involved in the robot versus human war.

In the game, there are six artifacts worth more points than the others when stolen. I was in charge of the most dangerous artifact, the brain of a robot involved in the robot versus human war.

My brilliant teammate Miranda Koulegeorge, (an excellent lighting artist with great skill you should check out here: https://www.artstation.com/titan117) was kind enough to create a rendering space for props. This was once a robot in the war.

My brilliant teammate Miranda Koulegeorge, (an excellent lighting artist with great skill you should check out here: https://www.artstation.com/titan117) was kind enough to create a rendering space for props. This was once a robot in the war.

The museum holds many other artifacts which weren't necessarily human history, but are confused as such. I had the pleasure of creating an intimidating UFO for thief players to hide behind from guards.

The museum holds many other artifacts which weren't necessarily human history, but are confused as such. I had the pleasure of creating an intimidating UFO for thief players to hide behind from guards.

This was one prop I was blessed with making just for fun, the GatorBot. Watch out for those jaws.

This was one prop I was blessed with making just for fun, the GatorBot. Watch out for those jaws.

An homage to the late NASA Rover, Opportunity, or "OPPY".

An homage to the late NASA Rover, Opportunity, or "OPPY".

A few futuristic bikes for a room featuring travel devices.

A few futuristic bikes for a room featuring travel devices.

I also created an homage to the Chevy Chevelle, as my dad loves these cars and I liked the challenge of attempting to model one for the first time.

I also created an homage to the Chevy Chevelle, as my dad loves these cars and I liked the challenge of attempting to model one for the first time.

A handful of some of the lesser other small props I made, including three familiar robots of pop culture confused as deadly AI spies in the war. Sometimes the recorded history wasn't quite right.

A handful of some of the lesser other small props I made, including three familiar robots of pop culture confused as deadly AI spies in the war. Sometimes the recorded history wasn't quite right.

Most artists had a room they were to focus on populating, though we all contributed to different areas. I was blessed with the Cybernetics room. This was the final product. (Lighting, floor, and wall textures also done by Miranda).

Most artists had a room they were to focus on populating, though we all contributed to different areas. I was blessed with the Cybernetics room. This was the final product. (Lighting, floor, and wall textures also done by Miranda).