First-pass vault concepts. The tall vault in this concept was built and served as the only vault in the game for quite a while.
These are early sketches of the epic vault. Our level designer at the time consistently placed statuary and torches near our early placeholder epic vaults, so I worked those elements into the vault itself.
Second-pass vaults. When it came time to build more variations of the vaults, I decided to go with a simpler form. To expedite the readability of the status of the vaults, I added a bright glow between the door panels which disappears upon looting.
Small Vault hipoly sculpt.
Rune Vault hipoly sculpt.
Tall Vault hipoly sculpt.
Epic Vault hipoly sculpt.
Vault in-game topology.
In-game vault models. The subtle undulation of the glow inbetween the door panels was created in the Material Editor combining a simple glow mask and animating noise textures and intensity.
In addition to concepting and modeling the Vaults, I also rigged and animated them to open.
Spellbreak Vault Concepts and Models
I had the pleasure of working on the design and construction of the vaults in Spellbreak. Aside from the concept and modeling, it was also a chance to do a bit of simple prop rigging and animation.