Introduction

Hi there, my name is Clarence Munji and I am from Singapore! For as far back as I can remember I’ve always been extremely passionate about Video Games. The first thing I’d do in the morning before making breakfast is booting up my PC.

Funny enough I used to take up VFX and worked for a very short while at Double Negative before entering the University of Hertfordshire to pursue a BA (Hons) Digital Animation. I also made the decision to switch from VFX to Games Art after experiencing how easy it was to utilize Unreal Engine 4 to create things that were otherwise quite time-consuming in the VFX scenario.

I got really interested in dabbling with outdoor environments when I started my first once which pushed me more into doing what I am doing now. I admit I am not too good with hard surfaces at all, I even struggle to make a simple chair or table but damn, do I like trying to build outdoor organic environments.

Inspiration & Start of the Work

I mostly drew inspiration for this project from video games like Halo from Bungie, Mass Effect from Bioware, Firefall from Red 5 Studios and what I’ve been playing most recently – Destiny 2, Guild Wars 2 and Warframe!

Project: Star Bounty, actually took on from an idea I had during my second year in the course, the idea of this vast world where you could encounter regions with populations that are in the dark ages and the next moment all of a sudden, a highly technologically advanced race.

Sometime after my second-year modules were complete and I was in a time period where I had to wait before the third year commences. I took this time to research and build out assets to use in the project. Most of my initial work involving what assets I created and how I went about attempting foliage can be found here. The latest progress is on 3dhit and Polycount.

Below you can see where everything pretty much started to transform into Project: Star Bounty. An extremely early look where I was playing around with the assets I had.