World of Torquecraft: The Beta Crusade
by Travis Vroman · 09/01/2009 (9:42 pm) · 24 comments
I have wanted to work for a game company for many years now. One of the companies I've been wanting to work for is Blizzard, specifically as an Environment Artist for World of Warcraft. So, I figured: what better way to make an impression than build a real-time environment, then create a portfolio specifically tailored to the company and position I'm shooting for?
What I've done is create a WoW-like environment using all original content - including all hand-painted texture maps and low poly models. Everything shown in the video and in the Screenshots section of the portfolio is in real time.
Why post about it here? Because this entire demo is made in TORQUE. The Vanguard Harbour in 6 days, and Sweltering Sanctum was made in 4 (I worked faster the more I got used to the new tools). Before this, I conceptualized for 3 days. The web site was built in a single day. So, to recap, this entire project was completed in about 2 weeks.
I chose Torque because of its great sets of tools and high levels of customization. I also wanted to post here to show that Torque works well with many styles of assets, and also to show what one can do with it, even while in BETA.
So, without further ado, I present my Blizzard Environment Portfolio Micro-site:
www.travisvroman.com/blizzard
I would love some feedback on this from the community :)
What I've done is create a WoW-like environment using all original content - including all hand-painted texture maps and low poly models. Everything shown in the video and in the Screenshots section of the portfolio is in real time.
Why post about it here? Because this entire demo is made in TORQUE. The Vanguard Harbour in 6 days, and Sweltering Sanctum was made in 4 (I worked faster the more I got used to the new tools). Before this, I conceptualized for 3 days. The web site was built in a single day. So, to recap, this entire project was completed in about 2 weeks.
I chose Torque because of its great sets of tools and high levels of customization. I also wanted to post here to show that Torque works well with many styles of assets, and also to show what one can do with it, even while in BETA.
So, without further ado, I present my Blizzard Environment Portfolio Micro-site:
www.travisvroman.com/blizzard
I would love some feedback on this from the community :)
About the author
Attended the Art Institute of Fort Lauderdale for Video Game Art and Design. Strong background in traditional visual arts. Strong programming skills, particularly in real-time solutions.
#2
09/01/2009 (9:50 pm)
That would be awesome, but I think "Master of Cataclysm" would be even better :)
#3
09/01/2009 (10:08 pm)
As a WoW lover myself, I'm impressed. If that doesn't make Blizzard look hard in your direction, well...all I can say is they are blind. Awesome job there.
#4
09/01/2009 (10:53 pm)
wow that is some very very nice artwork. and all that in the short timespan!! you deserve that spot @ blizzard. ps when you get there tell us something about diablo 3 and starcraft 2 lol j/k
#5
09/02/2009 (12:18 am)
Very Impressive Travis, would wish you luck on your quest but your skillz are:
#6
09/02/2009 (1:10 am)
I would put those assets on sale to raise some money... then keep doing better and better assets and adding them to your portfolio until they hire you.
#7
09/02/2009 (5:48 am)
That is great work there Travis, really great.
#8
My suggestion would be to try some higher def textures to make yourself look even better. WoW has upped their textures (optional setting) in LK and Northrend is really quite an amazing step up from original WoW (I spent hours flying around Storm Peaks when I first got there).
If you plan to add more I would try an original interpretation on something in lore not yet seen, perhaps Cataclysm related as thats coming up, or even Emerald Dream. The stuff you have looks like a cross between Elwynn Forest and Burning Steppes which is good as it shows you can do their style, but to set yourself apart it'd be great if you can show you can bring some new ideas to the table.
Good luck, Blizzard is a fantastic company and the competition will be fierce.
09/02/2009 (7:23 am)
Nice job Travis, especially in a short time frame.My suggestion would be to try some higher def textures to make yourself look even better. WoW has upped their textures (optional setting) in LK and Northrend is really quite an amazing step up from original WoW (I spent hours flying around Storm Peaks when I first got there).
If you plan to add more I would try an original interpretation on something in lore not yet seen, perhaps Cataclysm related as thats coming up, or even Emerald Dream. The stuff you have looks like a cross between Elwynn Forest and Burning Steppes which is good as it shows you can do their style, but to set yourself apart it'd be great if you can show you can bring some new ideas to the table.
Good luck, Blizzard is a fantastic company and the competition will be fierce.
#9
Seriously, that is really awesome work! Great job!
09/02/2009 (10:22 am)
People like you really burn me up... because you make such awesome stuff in 2 weeks and I can't make anything even 1/10th as good if I spent a year :)Seriously, that is really awesome work! Great job!
#10
09/02/2009 (11:46 am)
Nice work Travis. Very good. Good luck man, I will Cross my fingers for you. with Skills like that you deserve a change to show them what you can do.
#11
09/02/2009 (12:37 pm)
Great work man.
#12
09/02/2009 (1:22 pm)
Good luck, that stuff looks awesome. :)
#13
I really hope you get the job.
If you decide to sell your assets ... I will gladly pay. :)
09/02/2009 (2:14 pm)
Awesome Travis ... I put a link to your portfolio on Train2Game forums as an example of an "Awesome Portfolio". :)I really hope you get the job.
If you decide to sell your assets ... I will gladly pay. :)
#14
09/02/2009 (2:59 pm)
Well done, good luck and let us know what the result is!
#15
Top notch work. One nitpick in the sweltering sanctum, make sure your fog color is darker than the sky -- in a natural environment the sky is the main indirect light source and will always be brighter than the landscape without external illumination.
09/02/2009 (6:30 pm)
Really great work. Good luck with Blizzard, they would be lucky to get someone both talented and motivated enough to do this.Top notch work. One nitpick in the sweltering sanctum, make sure your fog color is darker than the sky -- in a natural environment the sky is the main indirect light source and will always be brighter than the landscape without external illumination.
#16
09/02/2009 (9:33 pm)
level design lesson well learned. Kudos
#17
You don't just glow, you Shine!
I see your attention to detail not only in the Video, but also in the wire frame snapshots, and your concern to keep memory usage low as well.
Travis, please get into this Hospital robe and follow the Nurse to the Clone machine.. the Industry needs more like you!
Very impressive.
09/02/2009 (9:41 pm)
Travis, your brilliant and quite artistic.You don't just glow, you Shine!
I see your attention to detail not only in the Video, but also in the wire frame snapshots, and your concern to keep memory usage low as well.
Travis, please get into this Hospital robe and follow the Nurse to the Clone machine.. the Industry needs more like you!
Very impressive.
#18
09/03/2009 (12:07 am)
impressive!! is TGE 1.52 right?
#20
@Spritekin:
That is some really great advice, and I think I'm going to take you up on it. I think that I might just clean some of these things up and package them up as content packs. Hell, I might even make a series of them if they are popular.
@Vernon:
Agreed. In later scenes (which I have planned), I think I will go ahead and up the textures to 512 instead of 256.
@Novogeek:
Wow, thanks! I actually went and read the thread. Seems people there like it well enough :) I appreciate that, good sir!
@ Kenneth:
Will do, for sure!
@Joel: I completely agree. It's actually a problem I am having when using the ScatterSky object. For some reason, it doesn't retain the colour value I set when I save. It doesn't happen with normal skyboxes, which I might wind up switching to.
@Scott: LOL! Cloning, eh? There's something I don't hear every day! Thanks!
@Javier: Nope, it's Torque 3D. However, most of these assets would probably work with TGE.
Again, thanks for the positive words, guys. I shall go forth and make more assets! When I update, I'll let you guys know :)
09/03/2009 (11:23 am)
Wow, thanks for the great feedback, everyone! @Spritekin:
That is some really great advice, and I think I'm going to take you up on it. I think that I might just clean some of these things up and package them up as content packs. Hell, I might even make a series of them if they are popular.
@Vernon:
Agreed. In later scenes (which I have planned), I think I will go ahead and up the textures to 512 instead of 256.
@Novogeek:
Wow, thanks! I actually went and read the thread. Seems people there like it well enough :) I appreciate that, good sir!
@ Kenneth:
Will do, for sure!
@Joel: I completely agree. It's actually a problem I am having when using the ScatterSky object. For some reason, it doesn't retain the colour value I set when I save. It doesn't happen with normal skyboxes, which I might wind up switching to.
@Scott: LOL! Cloning, eh? There's something I don't hear every day! Thanks!
@Javier: Nope, it's Torque 3D. However, most of these assets would probably work with TGE.
Again, thanks for the positive words, guys. I shall go forth and make more assets! When I update, I'll let you guys know :)

Associate Dave Calabrese
Cerulean Games