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THU PHAM - ARTIST

ROBO-VENTURE

by Bad Habbits Studio

Robo-Venture is a platformer action game where you follow Robo, a sentient robot who's stranded on an alien planet. Missing the 4 fuel cells to relaunch his rocket, take control of Robo to escape the wasteland! And on your journey, discover the history of your enemies and the world.

Traverse through 3 different levels to recover his fuel cells. Along the way, unlock new mods for Robo which augment gameplay, and test out your new moves against groups of enemies! And make your way through platforming/puzzling sections to recollect Robo's fuel cells.​

DETAILS

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9 people

17 weeks

Unity

PC

Software used: Procreate, Photoshop, Stubstance Painter, Maya, Zbrush

Roles: UI/3D Artist

Responsibilities:

  • NPC models: Cat robo, Bug Monster

  • Props model: Coin

  • Environment models: Towel, Flatforms, Ledges, Tree

  • All listed models texture

  • UI design

  • Site Design

Trailer

In Game Screenshots

Robo-Venture was a smaller-scale project with a unique blend of sci-fi robotics and a touch of cuteness. The studio opted for low- to mid-poly models, which guided my approach to both UI and model design. My UI work featured a sci-fi, cute aesthetic with a simple, clean style, utilizing neon blue and dark blue hues to highlight the theme. For the models I created and textured, I incorporated playful elements and added emissive maps to make specific details glow, enhancing the futuristic feel. This project allowed me to refine my skills in balancing style and functionality in a compact team setting.

UI ASSETS

Software: Photoshop

The user interface (UI) embraces a futuristic, sci-fi aesthetic, featuring sleek, minimalist elements with a cool-toned color palette. Neon accents are strategically incorporated to create a striking, luminous effect, reminiscent of LED lighting often seen in classic sci-fi environments. This approach ensures the UI feels vibrant and dynamic while maintaining a clean, modern look.

The overall design follows a simplistic style, ensuring usability and intuitive navigation without sacrificing visual impact. The central character—a robot—serves as both the avatar and focal point of the design. Its robotic form is reflected not only in the character's appearance but also in the integration of the avatar’s skills and abilities, creating a seamless link between the visual and functional elements of the interface.

CreditScreen.png

Credit Screen

Software: Photoshop

Size: 1920 x 1080

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Keyboard Diagram

Software: Photoshop

Size: 1920 x 1080

3D MODELS

Software: Maya, Substance Painter

I designed and textured NPCs that balanced cuteness with robotics, including a flying cat robot that carries coins. Initially exploring a bird-like concept, I opted for a feline with wings and emissive features, adding a playful, futuristic charm.

This was my first project in Substance Painter, and while effective, the textures could be further refined with filters and curvature adjustments to better align with the game's stylized aesthetic.

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Bug (Low poly)

Software used: Stubstance Painter, Maya

Output template: Unity Universal Render Pipeline (Metalic Standard)

coin.png

Coin (Low poly)

Software used: Stubstance Painter, Maya

Output template: Unity Universal Render Pipeline (Metalic Standard)

cat3.png

Cat Robo (Mid poly)

Software used: Stubstance Painter, Maya

Output template: Unity Universal Render Pipeline (Metalic Standard)

Duration: 6hrs

Reflection

Robo Venture was a valuable learning experience, though it isn’t my best work now. At the time, I was still refining my framework and skill set, and my approach lacked maturity. The textures I created were quite basic, without the dirt, scratches, or additional details that could have added depth. Given the cartoon theme of the game, I realize now that the texturing should have been more stylized to match the visual tone, rather than relying on basic asset materials. This project taught me the importance of creating cohesive, stylized textures that enhance the overall aesthetic of a game. It was a key moment in my growth, and I’ve since focused on improving my ability to bring more personality and consistency to my texturing work.

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