‘Archangel’ Developers Create in ‘Oculus Medium’ to Bring Giant Mechs to Life

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Skydance Interactive, the studio behind Archangel (2017) and the recent multiplayer expansion Hellfire, today released a video on just how they made their building-sized mechs.

Concept artist Bryant “Momo” Koshu designed mechs for the game, and says it took him at least six months to figure out the exact design of the single player game’s cockpit using standard tools such as Adobe Photoshop. Later including Medium in his creative process, Oculus’ VR sculpting and modeling program, Koshu says he reduced the time down to a little over a week to create the updated cockpit design.

“We went through the process in a matter of weeks,” says Skydance Interactive Producer Mark Domowicz. “Part of that is Momo. He’s a ninja with the software. Part of that is just the toolset; you can just jump in and put something together, kit-bash something together.”

“This is more than just sculpting,” says Koshu. “This can actually be used for the whole video game pipeline.”

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Skydance tells us Koshu first uses Medium when prototyping, and then adds final touches using ZBrush, Autodesk 3ds Max, Unreal Engine 4 and other tools.

Originally launched in 2016 with Touch, Medium recently got an overhaul via its 2.0 update, which brings a new file management system and a “major UI facelift,” designed to help artists work better and faster. If you’re interested in creating with Medium, check out these updated tutorials from Oculus.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.