


Gehenna is a game about a child trapped in a state of limbo between life and death after they are badly injured in a car accident. The game can be found here, though it never progressed past its beta stage.
I was the artist for the team, responsible for creating the cinematic environments, the hand-drawn title screen, and the big bad “monster” chasing our player through a maze. The monster was the most fun. I used the Undead Anthropomorphic Lich model by saschauncia and learned how to rig and weight paint for simple animations. It would walk around our maze aimlessly until it caught sight of the player, at which point it would sprint and reach for them. Proud to say a good number of people in that class jumped when it was time to test the game!
I learned by trial and error how to cut a piece of the mesh off and then stitch it back on with something in between. In this case, I detached our monster’s bottom jaw to give them teeth and an open mouth. While it wasn’t the most elegant solution, the level of detail didn’t matter — our players wouldn’t be looking too closely because they’d be too busy running away.


The environments were kept fairly simple for the sake of time. I handled the lighting of all of our scenes, juxtaposing a warm and cheerful family room with cold moonlight. I also learned how to use volumetric fog to create an eerie ambiance, making it easier to get lost in the maze walls (and also obscuring the lack of environment around the road and trees.)

