Card image cap

VR Game

Autodesk Maya

Illustrator

Unity

Background


Ruthless Orangutan: Cro-magnon Killer also known as RO:CK is a low poly VR physics game. Its premise is that you and your Orangutan family are kidnaped by cavemen. You then awake in a cave to find that your entire family has been killed. You are now on a path of revenge against all cavemen in the world.

Gameplay focuses on physics-based mechanics, allowing the player to use grapple hooks for rapid movement across terrains. Players can also pick up and use objects as weapons, ranging from small rocks to large clubs, either as handheld weapons or projectiles.

I created the model for the cavemen, designed the skeleton of an orangutan, and modeled the player's hands.

RO:CK Team
Programming:
  • Cai Plank
  • Noah Wiebe
  • Sound:
  • Chan-Yu Liu
  • Visuals:
  • Koah Barstead
  • James Leaman
  • Max Doak
  • Caveman


    My fisrt task was to create the caveman model, the main enemy in our game. To begin, I generated reference images using AI for inspiration. While modeling, I made sure to avoid three-sided polygons to ensure proper geometry. I started with the torso, then moved on to the arms, and finally the legs. To convey the caveman's role as an antagonist, I gave him an angry facial expression.

    Once the model was complete, I created a poncho for the caveman by duplicating the torso and modifying it into a proper shape. For the textures, I designed the poncho and eyes in Illustrator. I adjusted the UVs to export them properly for texturing in Illustrator.

    I used Mixamo to add animations, taking advantage of its extensive library of pre-made animations. Finally, I pushed all the animations and models to our GitHub project repository for the programming team to integrate into the game.

    Caveman images


    Orangutan skeleton


    For the skeleton model, I followed a similar process to the caveman model by first gathering reference images of the skull and the rest of the body. I started with the skull, knowing it would require the most detail. To create it, I imported an image of an orangutan skull and used it as a guide.

    After completing the skull, I moved on to the rib cage and hips, using another reference image to replicate them as accurately as possible. Once the torso was finished, I proceeded to model the arms and legs.

    I utilized Mixamo to add animations, benefiting from its extensive library of pre-made animations. Finally, I pushed all the animations and models to our GitHub project repository for the programming team to integrate into the game.

    Orangutan skeleton images


    Orangutan hand


    For the hand model, I began by gathering reference images of an orangutan's hand. I then created a skeleton rig for the hands thorough research and by following guides.

    I started by creating the skeleton rig, ensuring it aligned with the model. Next, I created curves for each joint in the hand to serve as controllers, simplifying joint movement during animation. I then adjusted the skin weights to ensure the hand bent naturally with joint movements.

    I keyframed the hand's opening and closing motions for when the player picks up an object. Once the keyframe animation was complete, I exported the hand and uploaded all the animations and model to our GitHub project repository for the programming team to use.

    Orangutan hand images


    Ruthless Orangutan Video