SAM GRANT'S PORTFOLIO
AÂ COLLECTION MY WORKS, FROM FULL GAMES TO MINOR ASSETS.
LIVILLE: THE ELEVENTH HOUR
Harness chance and defend your home with random, magical firearms.
Liville: The Eleventh Hour is a turn-based strategy game where players must devise their tactics using variable, randomly-generated weapons. Control up to four playable units to clear maps of the invading monsters and save the town, earning yourself resources along the way to spend on new weapons sporting randomly-assigned stats and modifiers.
I worked as the game's main artist, creating virtually every visual asset it uses, from character design and animation to user interface. On the two-man team, I also served as the game's designer, level designer, quality assurance manager and tester, and public relations head. I also created the game's trailer, which is viewable in the itch.io page below.The game's code was created by my co-director Oscar Ngan, and the game's music and sound design was created by Andy Tsai.
In the wake of fighting a losing war, Ira escaped inland to the small town of Liville in search of asylum. With his country now annexed and its magical resources, the mana wells, now in the hands of a greater empire, all that could be done was try to live quietly and avoid persecution for fighting back. But, only weeks after the war’s end, the empire’s tampering with the mana wells have had catastrophic consequences, and now monsters from somewhere beyond Ira’s world are leaking in. If he and his new neighbors hope to live safely, Ira will have to train them into a militia to defend their isolated little town.
This is Liville’s eleventh hour.
ESCAPE VELOCITY
A game about the sacrifices that come with chasing your dreams.
Escape Velocity is a singleplayer game that tells the rather extraordinary life story of an ordinary man who struggles to obtain the things he desires. The game seamlessly interweaves robust runner-like gameplay mechanics with an engaging story, which has been previously unexplored or a weakly employed combination in endless runner games so far. Our goal is to provide a compelling narrative experience without the expense of fun gameplay, and player learn new mechanics that ties in with the themes of the game as the story unfolds. Be prepared for an emotional rollercoaster.
I worked on the game as a story designer, artist, and sound designer, as well as a team leader in a group of three other people, in which I delegated tasks and managed deadlines. I also made the game's trailer, seen in the Steam page listed below.
PICO-8 GAMES
A handful of my favorite Pico-8 games I made during Bennett Foddy's "Pixel Prototype" class at NYU.
"Trying" is more of an art piece than a game, in which you are asked to select a playable character, but the game disagrees with you at every turn.
Angery Birb is a beat-em-up game where a chicken smashes a garden full of hedgehogs to earn the affections of the lady chicken that lives nearby. It has a three-hit combo system that lets the player use an uppercut attack with more range if they land three successful hits and don't drop the combo.
This game was made under the challenge of being playable using only one button. While most of my peers made simple games to suit the requirement, I decided to make a fully-fledged game where every action is tied to the same button, those being moving, jumping, and shooting, and turning around. The game is incredibly hard, and serves as a satire on games with complex controls.
For a challenge in which our class had to de-make 3D games into 2D, I recreated the opening of The Elder Scrolls V: Skyrim in Pico-8. The timing of the dialogue and the changing of the backdrop was made to time as close as possible with the original.
PROJECT INNSMOUTH
Escape the town of Innsmouth, or go insane trying.
Project Innsmouth is a game that I helped create in the summer of 2014 in conjunction with four other people. Most of my work includes the 3-D models used in the game, including the toilet seen in the art gallery section.
OTHER WORKS - 3D MODELS
My final project for my 3D modeling class. I remade Mega Man's iconic Mega Buster, modeling and texturing it in detail. The top models are low-poly models, while the bottom ones are high-poly. I also made two versions for each, two where the buster is closed and ready for use, and two where the buster is open to vent heat. I modeled it in Autodesk Maya and textured it in SubstancePainter.
I was told to make a table and chairs. I took some creative liberties. These toilets were eventually reused for Project Innsmouth.
A screenshot of a room in a map I designed in the Unreal Development Kit.
A skybox-less screenshot of an Unreal Tournament map I made for a summer program.
At the video game company CAPCOM, new employees are tested by having them create a 3D model of the Servbot character form the Mega Man Legends series. I tried my hand at one in my off time.
A screenshot of my end results after practicing with the Unreal Development Kit. I did not make the textures or terrain, but I used tools I had on hand to make this view.
OTHER WORKS - 2D ASSETS
A profile icon for myself, in the style of Atlus' game Persona 5. I chose purple instead of the standard red from the game as a reference my studies at New York University.
I have been making a wallpaper that features every fighter in the Super Smash Bros. series since the development cycle of Super Smash Bros. for 3DS and Wii U back in 2015. After Ultimate was announced and the roster grew to a massive size, I had to redo the shape while still incorporating the series' iconic logo.
Designed for sale on Rebubble.com, available in several products.
The fourth in my Monster Hunter Typography series, created to generate hype for the upcoming release in the series.
Designed for sale on Rebubble.com, available in several products.
The third in my Monster Hunter Typography series, now available for purchase online. This design was released to commemorate the release of one of the game series' latest titles.
An illustration of Buddy, a character I created. He can be seen in my Pico-8 project, "Trying".
An illustration of a character created by a friend of mine for a small competition among friends. I was given Cullodena's character design, then told to draw her in my own style.
Designed for sale on Rebubble.com, available in several products.
What started as practice for a two-color screen print job, and practice in illustrator, that I would later move on to sell as a product.
Designed for sale on Rebubble.com, available in several products.
The second in my Monster Hunter Typography series, requested by members of an online community in response to the Deviljho work.
I designed the logo you see beneath the name of the congregation.
For a visual communications class, I was assigned to design signage for a hypothetical dodgeball tournament. This includes a nametag, directional sign, and billboard.
CONTACT ME
Have questions? Interested in my work? Just wish to spread some compliments my way? Feel free to contact me.