This section provides a quick and easy way to find specific types of projects. Select a sorting method then category to see a preview of each project. Clicking on a preview will take you to the corresponding part of the website. If you are not looking for anything specific, or want to see it all, then feel free to scroll past this.
These card bases are designed to hold the larger character cards from NetTech Warriors, which represent the characters that each person is playing as. I used the circuit board design concept to maintain synergy with the board and the malware card bases designed around the same concept. As these bases needed a method of health tracking, I included ten slots for LED's to be used as health pegs.
These card bases are designed to hold the playing card sized malware cards for NetTech Warriors, which act as the games enemies. Sticking to the circuit board design used in the game board, I integrated ten slots for LED’s to act as health tracking pegs. Future iterations of this design will be smaller and will be designed to fit on the hex shaped board tiles instead of next to the board.
I was tasked with modifying the previously connected board tiles to function as modular units. This iteration uses magnets, allowing tiles to connect and disconnect seamlessly. To prevent the magnets from disconnecting, this design uses slots on the bottom instead of holes on the sides. Unfortunately this does decrease the effective strength of the magnets. In further prototypes the wall thickness will be fine tuned.
This is my second iteration on the Hex Tiles for NetTech Warriors. Unlike the first time, I was asked to make them from scratch.
Seeing as the game is still in development, I chose to take a modular approach. My goal was to create a single tool that could be used after I finished my internship that would enable future students to make whatever modifications necessary to the gameboard without 3D modeling experience.
Vanilla is intended to be a main character in the team that the player builds throughout the game. Throughout this design I kept in mind the fighting style I wanted this character to have. This led me to the concept of light armor with plenty of throwing knives.
This model uses a Vroid skin texture created by another artist that I downloaded years before making this project. Unfortunately I have not been able to find their page in order to credit them properly. I will update this should I manage to track down the original artist.
This model was originally intended to be a standalone project to practice 3D modeling weapons with a smaller piece, however I wound up using it as an asset on my Vanilla Character Model project.
My First attempt on this model I had trouble with my low poly version. I came back to see if I could improve it and to my surprise I roughly halved the poly count between my first and second attempt. I am proud of this model because it showed me just how much I improved.
While I have been able to cut down the poly count on the actual knife, the leather wrapping on the handle is still much higher than I'd like. While My first attempt at baking it into a normal map did not go so well, I think I know what I did wrong and plan to try again. Should I be unable to bake the texture I will look into new methods of making the handle wrap.
This character model is intended to act as the default player character. As the feature of the game I intend to include a character creator, but should I be unable to do so this would become the male player character option. This model was mostly intended to be used in my proof of concept for a class assignment, and to practice basics of animation and costume design.
This was designed to be the protagonist's main weapon in Yggdrasoul. Because my intent is to have the main character mainly use holograms and technology in place of magic, I wanted to make their sword reflect this. In gameplay I hope to have this morph into different types of weapons based on the combo being used.
I am very happy with how the original concept for this model came out, however because it was solely intended to be a proof of concept I never made a low poly version. I am considering if I want to bake the textures in blender or use this model to test procedural materials in Unreal Engine.
This is the end result of my first time through the Modeling Fundamentals, UV Fundamentals, and Texturing and Shading courses from CG fast track. This gave me a lot of ideas for how I could improve my previously self taught workflow
My goal on my second time through this project was to create a different scene with the same inspiration, showing just how far I have come. I used many of the assets and concepts from the tutorial, but to tell my own story.
My favorite D&D character was an alchemist and and the bottles from the original scene always made me think of them, giving me the inspiration to make an alchemical experiment that feels like it is straight out of their lab, in this case a lava lamp.
I am extremely proud of the animation on this project. One of my greatest challenges was that I wanted it to seamlessly loop.
This is where my engineering background was a huge help. All goo blobs were animated using sign waves for their z axis position.
Ex: (sin((frame)*pi/500)*.13)+0.39
This was so effective that I wound up using the same concept except in rotation and scale for the candle flame movement. Only the the bubbles, petals, and camera needed traditional keyframing.
This is the end result of my third time through the Sword In The Stone CG Fast Track Course, however this is the first one I intended to use as a portfolio piece. In addition to getting a more finished product than I previously had for use in my portfolio, one of my goals were to create a more difficult rapier style guard, and to try some of the new aspects added to this tutorial such as the lightning.
While I consider this project complete, I may use this model to make a basic skyrim mod.
This was my second time going through the Sword In The Stone CG Fast Track Course. My goal with this version was to make a specific sword from one of my drawings. As this was done before I considered seeking a career in game development, I chose to only do the sword portion of the tutorial because this is what interested me. This is one of the first 3D models I ever did, so I mostly include this as a measure of my improvement.
This project was inspired while building an NPC for a D&D campaign. It was designed for a stronger fighter class character to counter fast and dexterous opponents in high society duels. I thought that the hook on the back of the khopesh, originally for pulling shields, could potentially do the same thing to the decorative guards on rapiers. To emphasize this further, I included the hooks from a swordbreaker dagger bellow the curve to catch enemy blades.
Because I used a boolean modifier for the swordbreaker hooks I will need to retopologize the model before use in a game engine.
After I plan to bake textures and potentially sell the model as a game asset.
This material was inspired by ladder pattern Damascus steel. The material is procedurally generated using Blender's shader nodes. This allows several aspects of the material to be easily modified and changed. For example these two images of the material used on a simpler sword model shows how it can be changed to mimic different layer counts in the material from the forging process.
Damascus is a material made from forging different types of materials together to create unique and intricate patterns. Ladder pattern is created by layering two types of steel to create one piece and drawing it out to the desired length. Then, the smith cuts grooves into the steel and hammers it flat to bring the alternating layers to the surface.
Wayward Witch is a unity game project I started for one of my classes. It is intended to be a procedural maze VR game inspired by the Greek Labyrinth. The player will be forced to budget their time wisely between avoiding the monster chasing them, finding spell components, and solving the maze. While currently this is just a proof of concept for the maze generation algorithm, I hope to make a full game based on this prototype.
My next step is going to be improving the walls to give them more variation and hopefully randomly generated. As well I hope to improve the algorithm to use curves instead of lines when deleting walls.
This project was intended to be a solution to a former roommate who insisted of having the heat full blast. The goal was to design an automated machine that would open and close the air vent in my room based on the ambient temperature. This would allow me to independently set the temperature for my room without having to enter the gladiatorial arena surrounding the thermostat.
Because my housing situation has changed, making this design no longer necessary, I have no current plans to finish it. However, should I find I have need of it again I would start with designing the circuitry for the microcontroller. This circuit would be designed to run off of a USB for power and use a thermistor to read the ambient temperature. Then I would build an enclosure and 3D print a prototype to program.
This was a homework assignment from my second level CAD class. This project was used to show us how to do complex curves with hollow spaces. I remember this being one of our most difficult projects. For this assignment we were given a drawing of this part and told to replicate it in Inventor. Unfortunately, neither me or my professor knew the intended use of this part, hence the name "Mysterious Pipes"
This was a project from my second level CAD class. In this assignment we were taught the basics of creating assemblies from the pieces we design and how to drive constraints to create basic animations. This was one of my favorite projects because I used the techniques from it heavily in the Ventinator project. I enjoyed being able to apply these concepts to a design intended to help with something in my life.
My name is Korben Robinson. I am a recent graduate in game development. For as long as I can remember, my dream has been to help create the amazing works of fiction that I love.
I have a passion for creating the sci-fi and fantasy characters and their unique weapons that truly bring a fictional world to life. I want to join a team that encourages me to learn and create beautiful worlds that players can't help but feel apart of.
I am currently searching for entry level job opportunities within the game development industry. I believe that my broad skillset, combined with my ability for technical problem solving, makes me a strong candidate able to help any team.
My primary goal as your employee will be to learn and grow my skillset. The more I learn, the more I can help you build a great game. I have a passion for decision driven RPGs, strategy games, fantasy, and sci-fi. I look forward to joining your team and helping to bring great games to life.
Thank you for your consideration,
Korben Robinson