aMAZEing Robots is a game developed by the Intentional Design Studio for FIRST Robotics with the goal of getting children and teenagers interested in robotics and STEM. In this fast-paced multiplayer game, players use "coopertition" - a blend of cooperation and competition - to complete robotics and engineering minigames while earning the highest score.
On this game I was responsible for 2D and 3D environment assets, 3D player models and props, texturing, and assembling environments in Unity.
Environment Art
The first level, called "The Danger Zone", is a spaceship consisting of four themed quadrants. Each quadrant has a portal that connects to a different area in the overworld. The "piñata" device in the center of the level is causing all of these regions to go haywire, and they are now invading the Danger Zone! Each quadrant is being overrun with all types of environmental hazards from the overworld. Quadrants from top left corner, clockwise: Sugar Heights, a candy-themed world, BloopyU, a univeristy for jellyfish, Faux Forest, a mysterious robot forest where the inhabitants conduct scientific experiments, and Double-Sided Dunes, a land of burning hot sand and freezing ice, much like the hot and cold sides of a pillow!
I designed the floors and walls of the environment in a modular fashion, with snapping, tiling components. Each floor and wall piece is 15 units by 15 units in Maya, and using vertex snapping in Unity I was able to construct a perfectly-fit together environment with no visible seams or Z-fighting. 
Windowed wall concept
Windowed wall concept
Wall piece with windows
Wall piece with windows
Base wall piece
Base wall piece
There are two wall types, one with windows and one without. The walls with windows serve to allow the player to see into the environment from the front-facing camera position without having their view of interior walls or obstacles obstructed. Additionally, I used both base wall models to create corner pieces where needed. This allowed me to reuse the same models and UVs across the whole environment, making the texturing process much quicker.
The floor pieces are simple planes; all of the detail comes from texturing, especially normal maps and emissive maps. There are triangular shaped floor pieces as well for a perfect fit with the angled walls in the center of the level. I also created several floor texture variants to help tie the theme of each quadrant together.
Maps from left to right: AlbedoTransparency, Emission, MetallicSmoothness, and Normal
Maps from left to right: AlbedoTransparency, Emission, MetallicSmoothness, and Normal
Sugar Heights floor
Sugar Heights floor
BloopyU floor
BloopyU floor
Faux Forest floor
Faux Forest floor
Double-Sided Dunes snowy floor
Double-Sided Dunes snowy floor
Double-Sided Dunes sandy floor
Double-Sided Dunes sandy floor
Sugar Heights portal
Sugar Heights portal
BloopyU portal
BloopyU portal
Faux Forest portal
Faux Forest portal
Double-Sided Dunes portal
Double-Sided Dunes portal
I also modeled and textured each of the four portals leading to the overworld.
Double-Sided Dunes monolith
Double-Sided Dunes monolith
Player Models and Robot Attachments
Player robot
Player robot
Candy bulldozer
Candy bulldozer
Jelly lockpicking device
Jelly lockpicking device
Snowball cannon
Snowball cannon
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