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GREEDY DOGS Misc Game assets

Various assets and functionalities for a solo project I was working on for awhile named Greedy Dogs. A pvp coop game in which you'd pillage through the spirit realm.

Logo based off of a hand alphabet

Logo based off of a hand alphabet

Player Character. Kai Ryder.

Player Character. Kai Ryder.

10,864 Tri's.

10,864 Tri's.

Lucius. The shopkeeper.
Video sped up 500x. Scroll further to see it real-time.

11,482 Tri's. (Excluding eye light cone meshes which aren't shown in this image)

11,482 Tri's. (Excluding eye light cone meshes which aren't shown in this image)

Jabberwock. This little fellas would move in packs and steal your gold out of your pockets.

2,536 Tri's.

2,536 Tri's.

This bulbous sheep would act as a heavy bounce inducing platform.

3,744 Tri's.

3,744 Tri's.

just a lantern. That ball that seems to be floating inside is just a neat shader effect.

654 Tri's.

654 Tri's.

Cerberus. The main monster lurking the halls.

6,560 Tri's. This head is the only instance in which I used auto retopology via quad remesher.

6,560 Tri's. This head is the only instance in which I used auto retopology via quad remesher.

Pyramid of Greed. Would generate money over time, which you could cash out via hitting it.

2,016 Tri's.

2,016 Tri's.

just a crowbar

Bouncing Midas. Would function as a claymore which would snap its fingers at a greater speed the closer in proximity you are to it.

994 Tri's.

994 Tri's.

Sticky Rotondo. Intended to function as a sticky grenade which would charm the monster to its location.

2,596 Tri's.

2,596 Tri's.

Binding Satchel.

336 Tri's.

336 Tri's.

Item Card Designs.

Item Card Designs.

Interacting with Lucius the shopkeeper.

wip using the sticky rotondo item.

The item hud, driven with render targets.

These strange gold globs were going to be the thing you were collecting.

Collecting and throwing the strange gold. Complete with particles and decals, etc.

A shader for a dynamic "world" space border. Used on the paper walls and tatami mats.

A parallax shader effect for the cards, which are just flat planes.

Negative scene color UI elements. Created inside a post process material using the viewport UVs (As opposed to using Unreal's UMG).

The player controller with hand-made animations. I also created the logic for the behavior of that right floating platform, of which was also multiplayer compatible. (is Not a physics simulation).

Steps of the post processing.

The paper walls have a shader effect to give the wood the illusion of depth. They are flat planes.

A devlog I had made shortly before deciding to cancel the project.