Outnumbered: High Noon Targets

Kim sicotte ow1
Kim sicotte ow2
Kim sicotte ow3
Kim sicotte oldwesttarget1
Kim sicotte oldwesttarget2
Kim sicotte oldwesttarget3
Kim sicotte owtxt

Diffuse and normal maps. 1024px x 1024px. No specular map, we used a matcap shader to simulate the lighting on the targets.

In the past 4 years, I have been working on Outnumbered, a competitive rail shooter arcade game. Each game session takes place in one of 3 pop culture themed stages. As the technical artist, my contributions were: concept art, level art, VFX, texturing, material and shader, lighting, rigging and animation.

The High Noon level required some cowboys and bandits themed targets. I supervised the modeling ensuring they met the technical requirements of our pipeline and the artistic vision of our game. I have textured and intergrated all the targets in the level.

To integrate these targets into Outnumbered, I collaborated with our programming team to develop a tool to replace the old unique target model with an editable random model dispertion of each version of the new targets. This allowed for me to adjust each target group look and feel for our players.

Original concept: Shannon Perell
Model: Alex Armansyah

October 3, 2019