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Burnfront: Severon

About the game: In Burnfront, players are thrust into Nexis, a sprawling digital realm that acts as a virtual internet, an interconnected cyberspace. Nexis is more than just an online communication hub; it is a living, breathing digital ecosystem that allows users to access the World Wide Web through an immersive, interactive experience. However, this virtual landscape is under siege. A devastating virus has infiltrated the core systems of major corporate networks, including Bryce and Sons’ architecture, Blue Wind Security, Weaver Advertising Firm, and Shippers. This virus has transformed these once-stable organizations into corrupted fortresses filled with hostile entities and dangerous anomalies. Players step into the role of Kay, a freelance netrunner for the CCP (Cenova City Police), an elite hacker tasked with infiltrating Nexis to uncover the source of the virus. Kay’s mission is clear: trace the virus’s origin, contain its spread, and unmask the mastermind behind the attack. Armed with advanced hacking tools and combat abilities, Kay must navigate through intricately designed levels, each representing the infected corporate networks now twisted by the virus’s influence.

If you want to try what we have, the free combat demo is on Itch.io, https://jaydenyounger.itch.io/burnfront-combat-demo.

The Severon is one of many EXOs that Kay will confront. With the ability to manifest slashes aimed at the player, they test the player’s mastery of movement and agility.

The mesh was modeled and rigged in Blender, sculpted in ZBrush, and Textured using Substance Painter.

The Cell shader and outline postprocess effect was made by me using Unreal, and if you want to see more of the shader and the postprocess effect, go to:
https://www.artstation.com/artwork/DLXBVG

360 view. Raw render with no postprocessing.

360 view. Raw render with no postprocessing.

Back view. Raw render with no postprocessing.

Back view. Raw render with no postprocessing.

Front view. Raw render with no postprocessing.

Front view. Raw render with no postprocessing.

Side view. Raw render with no postprocessing.

Side view. Raw render with no postprocessing.

A posed solid 360 view.

A posed solid 360 view.

Solid view 360 view

Solid view 360 view

Rig showcase. I used Rigify and Ue (Made by Rakiz, https://www.rakiz.com/uefy/) to create the rig. I created the Tentical rig myself.

Mesh stats

Mesh stats

Wireframe

Wireframe

Wireframe

Wireframe

Wireframe

Wireframe

Wireframe

Wireframe

V1 version of the severon.

V1 version of the severon.

V1 version of the severon

V1 version of the severon

Base model that I have rigged to act as a placeholder in-game while I refine the details of the model.

Base model that I have rigged to act as a placeholder in-game while I refine the details of the model.

An early refined base model, where I experimented with the design. The idea is to go in with a tall, lengthy, geometric, angular creature that throws slashes at the player.

An early refined base model, where I experimented with the design. The idea is to go in with a tall, lengthy, geometric, angular creature that throws slashes at the player.