I had the pleasure of working on all the initial Two Point Hospital promotional trailers for The TrailerFarm and Sega. I had to model all the characters, props and world assets, matching the aesthetic of the game as closely as possible while at the same time adding sufficient detail to achieve a high level of quality for the final output. I handled all the rigging and pipeline between Maya and Unity - some of which was built around my custom Maya tools. I was also ultimately responsible for the final output from Unity so this meant owning all the surfacing, lighting, scene composition and final render. This was the first major IP to have its promotional material fully realised using realtime tech at The TrailerFarm.
The following image shows a selection of the broad range of characters I had to create for the trailers. Most were derived from a universal set of clothing assets and facial “accessories“, sharing the same base model with blend-shapes to give variation to the faces.
The last trailer I delivered introduced the character “Wiggy“. We also moved from using Unity to do the rendering into GPU rendering with Octane to give an overall quality increase with a small overhead of render time.
The following images show the rig and blend-shapes I created for dialog.
For one of the trailers, I had to take one of the major game expansion props - “The Recurvery Machine” - and rebuild it to hold up close to the camera in the trailer. This was modelled in Maya and surfaced in Substance Painter.
Once of the teasers introduced a sasquach character. In order to match the fur to the game asset, I had to build a custom shader using Substance Designer.