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Idol Threat

Model and Texture Work

Idol Threat is a comedic  action side scroller featuring the infamous Danger Dave.  You control Dave as he plunders his latest find, a deep underground cave system once inhabited by the Aztecs.  Collect shiny objects as you use Dave's trusty grapple hook to swing your way through the deadly cave biomes.  Swing from stalactites across pools of molten lava.  Dive deep underwater to collect forgotten treasure.  Collect all the Golden Idols to unlock an ancient Aztec passage.

Idol Threat is a game all about fun, fluid movement with the grapple hook.  All the games mechanics are built around it.  The challenge comes from using your grapple effectively to avoid the cave's multitude of deadly traps and obstacles. Snag some loot while your at it!

 

Project Lead

Programming Lead

Art Lead / Environment

Character Design

Mark Proveau

Mike Egan

Dana Vaillancourt

Scott Parsons

These are some examples of the 3D modeling, design, and texture work I am responsible for in Idol Threat.  I worked on small items such as pickups and decorations to populate the vibrant cave world of the game.  The cartoon like style Idol Threat employs made these models a lot of fun to work on.

Dev Team

Bandage

These bandages heal Dave when he is low on health and grabs one. I used the free form modeling tools in 3DSMax to create this pickup for Idol Threat. It was textured in that program as well, with it's normal maps being created in Unity by yours truly.

Deadly Spikes

This is a simple spike item that I modeled and textured for Idol Threat. When Dave hits these, he takes damage. I made the 3D model in 3DSMax, and textured it there as well. The normal maps used to give the textures their depth I created in Unity.

Checkpoint Slab

This is an example of some of the Aztec themed slabs and platforms I created for Idol Threat. This particular piece served as a small wall to hold a purple torch that acted as a checkpoint when activated by Dave.

Collectable Coins

A shiny trinket for Dave to collect. I modeled these coins to be large and cartoon like, with big chips and pock marks over its edges and surface. The model was created and textures in 3DSMax. Normal Maps were created in Unity.

[click to enlarge]

Screenshots

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