

My 3D Art Workflow on "Beast Quest Ultimate Heroes"
I worked on the 3D mobile tower defense game "Beast Quest Ultimate Heroes." I handled several core art pipelines on this project. Here is a quick breakdown of my workflow:
1. Monsters
3D Modeling & Textures: I created the 3D models for the monsters. Since it is a mobile game, I made sure to optimize the polygon count while painting textures that fit the game's overall style.
Animation: After modeling, I rigged and animated the characters. This included their walking cycles along the tower defense paths, attacks, hit reactions, and death animations.
2. Environments
Concept Art: Before building a level, I drew 2D environment concepts to establish the mood and color palette.
3D Assets: I modeled and textured the terrain, buildings, and props based on the concept art.
Unity Scene Assembly: I imported all the 3D assets into Unity and manually built the actual battle stages directly inside the game engine.
3. Visual Effects (VFX)
Unity Particles: To make combat feel more satisfying, I used Unity's Particle System to create visual effects like monster attacks, magic explosions, and ambient environmental details.
Conclusion
Building everything from individual models and animations to a fully assembled level in Unity was a highly rewarding experience. Thanks for reading!

















