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HANNAH RODGERS

Welcome to my portfolio. I am thrilled you’ve come to visit my showcase of work that I’ve compiled over the years. Take a look and feel free to get in touch if you’d like to discuss potential opportunities to work together.

THE FULL STORY

I specialize as an Environment and Level Designer. My passion lies in crafting novel and captivating settings, often drawing inspiration from images or locations I've personally explored. Armed with a Bachelor's degree in Arts, Technology, and Emerging Communication, I'm dedicated to enhancing my methods, broadening my repertoire of skills, and consistently seeking fresh avenues for personal and professional development.

My Showcase

My Showcase

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FROZEN SHIP

My primary objective revolved around shaping a breathtaking frozen landscape, achieved by embedding a Viking ship encased in ice within a colossal iceberg. An essential challenge that emerged was the task of evoking a profound sense of coldness within the composition. Rigorous investigation was undertaken to amplify authenticity, although a dash of fantasy was seamlessly woven in at a later juncture.
The initial stumbling block emerged in the form of fashioning convincing ice textures, attributed to the intricate manner in which the material interacts with light—both reflecting and absorbing it. Striking the right equilibrium in terms of lighting, while also considering the transparency aspect, posed another intricate puzzle. Of notable complexity was the management of the transition between the exterior and interior sections, given the nuanced interaction of ice's properties with the camera lens.
I personally orchestrated the design of all models and textures, with the exception of the water element. The painstaking construction of models took place within Maya, while textures predominantly found their genesis in Photoshop. It's worth highlighting that the creation of the ice texture followed a distinctive path, being generated within Unreal through a dedicated tutorial.
To culminate, this undertaking seamlessly amalgamates historical and imaginative components, yielding a captivating frozen domain. By harmonizing realism, fantasy, and the intricate technical facets, the end result serves as a testament to my unwavering commitment to forging a compelling and visually resplendent environment.

TEXTURES & ASSETS

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NOSTALGIA HOME

A comprehensive three-dimensional representation of my parents' residence, meticulously capturing every intricate detail of its charming and distinct furnishings. The construction of this model predominantly relied on photographs and my own recollections. In compliance with my parents' wishes, certain personal items were intentionally omitted from the interior. The creation of all the models was accomplished through the utilization of Maya. The majority of textures were meticulously crafted using Substance Designer, while a select few were meticulously fashioned employing the tools provided by Photoshop.

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ANCIENT CITY

For the undertaken endeavor, my intention was to conceive a desolate urban landscape that had succumbed to lush overgrowth. I embarked on crafting two distinct scenes—one bathed in daylight and the other cloaked in the depths of night. Striving for a balance between realism and an undercurrent of fantasy, I grappled with the challenge of harmonizing these divergent styles. Another complexity that surfaced in this endeavor was my foray into the realm of vegetation, which I had relatively little experience with prior to this project. The incorporation of plant life introduced additional intricacies to the task of illuminating both scenes.
Every facet of this environment, from its structures to its textures, was meticulously shaped by my own hands. The exception being the water textures, where Unreal's preexisting options were employed, a decision informed by the constraints of time. In the domain of modeling, I turned to Maya, while the creation of textures was deftly executed using Photoshop.
To encapsulate, this project emerged as a litmus test for my capabilities in crafting and illuminating a captivating remnant of an ancient city, pushing the boundaries of my skillset.

ASSESTS

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Internship

MONDRIAN

I spent a year as an intern with Lantana Games, during which I designed numerous distinctive and artistic levels for Mondrian Plastic Reality. This game offers a fresh perspective on the block-breaker genre, granting players full 360-degree control to conquer each level.

HOLIDAY

Levels

FAMOUS PEOPLE & ART

Levels

Thomas Edison

"I haven't failed. I've just found 10,000 ways that won't work"

GET IN TOUCH

Interested in learning more about my work or how we can collaborate on an upcoming project? Reach out today. I prefer email.

Dallas, Texas, United States

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