Gameplay Video of Glory for Goblins
Glory for Goblins is a light real time strategy game where you control the king of the goblins. The humans have taken over the goblins forest. You must command your hoard in order to gather resources and destroy the human houses.
Glory for Goblins began as a project for intermediate game design class. Continue to developed it for studio project with monrivergames.
Role: Art Generalist
Tools: Unreal Engine, Blender, Adobe Fresco
Original Team:
Jorge Rosero (Art Generalist)
Brodey Cook (Programer)
Thee Bosley (Programmer UI Designer)
Fall 2025
Leads:
Brodey Cook (Concepting and Level Design)
Jorge Rosero (Concepting, Art, and Level Design)
Team Members:
Alexander Hardy (Level Design Assistance)
Ryleigh Horodyski (Art Assistance)
Kayden Thomas (Music)
Duration: Spring 2025 - On Going
Toon Shaders, World bending implementation
The post rendering of the toon shader created some issues in the implementation. So the solution was to make a material to have the subdivision of the intensity of the light in order to create the color sections. A material function is used in order to alter the rendering offset in order to achieve the bending of the world.
Character modeling, rigging, animation, in engine implementation
I was tasked to make the full character pipeline. Starting from the concept art of the characters sketches, 3D Character Modeling, Ringing, animation and the implementation in engine of the character animation blueprint and trigger.
Creation of concept level
The direction of the gameplay goes from left to right. For passive story telling, the area of the goblin’s forest is full of plants. On the other hand, the human territories are depleted.
Keeping in mind the bending of the world. I created designated paths where the player can go through. There are openings that tell the player where to go in order to find items and objectives.
Character expressions and action pose
I was also asked to make the character illustration for different in game and promotional usage. I began with some textured borders. Eventually we decide the cell shading style so it matches the in game rendering system.
Main interactable assets
I was tasked to create some of the important assets for the game. The rest were asset packs, so the style had to be similar. I created the Fire Tree, fire fruit and their respective in game simple animations. The goblin camp asset is going to have the same treatment.
My involvement with Glory for Goblins will continue until August 2026. The objective is to have a project that can be handed down to new members of the studio to practice level and environmental design.