Tainted Grail Resurrection Chamber

Testing the assets in Unity 6 (not in the game, mind) on more-or-less default High Settings for HDRP.

Testing the assets in Unity 6 (not in the game, mind) on more-or-less default Low Settings for HDRP.

Very fortunate to have had the opportunity to work with the team at Questline and Awaken Realms on helping to realize the Resurrection Chamber in their upcoming game, Tainted Grail: The Fall of Avalon.
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I was responsible for translating the chamber Unit Image had created for the cinematic trailer into a gameplay environment. For the most part this meant creating game-ready versions of assets seen in the trailer, such as the Sarcophagus and the Knight Statues. For these, partial high res meshes were kindly provided by Unit Image. For other assets like the Lady of the Lake and the artifact pedestals, I worked from detailed concept art.

I also prototyped an initial layout for the chamber, and created the associated assets.

The cinematic was not part of the brief, but I wound up enjoying the work so much I had to make a cool video to show it off.
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Big thanks to Małgorzata Skawska, Marcin Świerkot, Agnieszka Szade, Lukasz Kopalko and Berlin for all their help and a very smooth process, and to Maï-ly Briffaut for facilitating the transfer of cinematic assets.