Reimagining the old assets without the technical limits.

Guided by Masters. Driven by Detail.
Under the guidance of Cameron Williams, Samuel Freeman, and Alfred Turner, Giovanni refined every aspect of his artistry, from props, vehicles and characters.
Skills Utilized
3D Modelling and UVing
3D modeling with refined UV mapping. Designed for detail and optimized gaming performance.
3D Sculpting
With ZBrush, Giovanni transforms concepts into high-detail sculpts, capturing every contour and character.
PBR Texturing
PBR texturing that brings life to every asset. From subtle wear to bold details
Unreal Engine
Harnessing the power of Unreal Engine to reimagine and bring TimeSplitters to the current generation.
Development
Updates
Cinder Interactive: 2019 - Present
TimeSplitters Rewind is a revival of the classic series, faithfully reimagined in Unreal Engine. Developed by Cinder, it combines polished visuals with the original’s fast-paced gameplay. The team is actively refining core features, inviting contributions to bring this beloved multiplayer experience back to life.
Check the development updates on the right.
Asset Shortcuts
Turret
Giovanni improved and reimagined the Turret asset for Rewind, enhancing its design for the current generation remake. With freedom from the technical constraints of the original, he added extra details to bring it up to modern standards.
Giovanni also maintained a low poly wireframe for optimal performance while maintaining as much of the visual fidelity as possible through usage of normals and PBR textures.
Spaceship
Helicopter
Giovanni’s first prop test—a meticulously crafted military helicopter—secured his place on Cinder Interactive. Built with attention to detail and optimized to be game ready. Giovanni embraced feedback, defended his work with reference images when needed, and fostered a collaborative environment that facilitated learning and knowledge sharing.
The Impersonator
Giovanni assisted a character artist who was experiencing burnout by completing their high poly model in Zbrush, followed by retopologizing and UV mapping it in Autodesk Maya, and ultimately texturing it in Substance Painter. Giovanni was guided through this process by one of the lead character artist Samuel Freeman.
Airplane
Carousel
Crane
Giovanni refined the design of the crane for the Docks level that was originally from another 3D artist’s art test, by addressing Ngons and wireframe issues. He substantially reduced the polycount while implementing crucial redesigns for improved performance and respecting the original level design’s block out.