Q*BERT: THE STARVING ARTIST: "BROKEBURT"
player model & elevators: adrian sinfuego
programming: nico susanto, leo jiang
sound: jeffrey wei
GAMEPLAY DEMO
plot: the story of brokeburt, a struggling artist who paints sculptures to build a portfolio and secure a job to fix his studio's slimy pipes and end sleep-deprived hallucinations.
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idea creation: reimagined q*bert as a painter who colors tiles as he
moves, and kept the original game's janky controls from the joystick.
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art creation: i designed the game's environment, enemies, and level layout for brokeburt. we transformed the original game's enemies (snake and bad ball) into painter-themed enemies (paintbrush and slime). i crafted, uv-mapped, animated and textured 3d models. i made the art studio from parts with an initial concept as his wall decor, and themed the ui to brokeburt’s story, all while keeping an artsy style and low poly models.
SLIME ENEMY

sketches, concept art, animation concepts
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- round
- green
- less menacing



final model, texturing, animation​
PAINTBRUSH ENEMY


sketches, concept art
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- boxy shape language
- light color scheme
- more friendly



final idle, attack, and aggro animations​
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- dull teal color scheme with bright red attacks
Q*BERT CONCEPT ART



UI






UI TEXT PROCESS

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UI CONCEPT ART



ENVIRONMENT


STUDIO LIGHTS



PYRAMID BLOCKS PROCESS



1) model in maya
2) texture in substance painter
3) adjust in unity
4) add to final unity scene



ENVIRONMENT CONCEPT

STORYBOARD
