
WorldWideWreck | AnOldSchoolBeat'emUpAboutVikingsWithInternet
World Wide Wreck is the culmination of the past 3 years of study in ESAT Valencia. It is an arcade beat 'em up heavily inspired by the old arcade classics.
WWW takes place in Europe, at some point between the 9th and 10th centuries, and follows history up to... well, just when we feel like it, really. In WWW, every major civilization of the time has - why, we will explain ingame - access to broadband internet and buggy glimpses at modern culture. History from this point develops entirely differently in a world socially altered by a technology far ahead of its time. World Wide Wreck will be parodic, fun and packed full of action.
World Wide Wreck is currently just a student project with no continuity after we finish in July 2015. For now, that is. Any news about the project and/or hypothetical continuation of it, if there ever is, will be posted here: https://twitter.com/SpaceBearGames.
This is the result of a combined effort of 8 students (5 artists, 3 programmers) and for 9 months we've given our best at developing a game on our own (of course, guided by our teachers), working alltogether as a team from day 1.
Update: After these intense months, World Wide Wreck finally has 2 playable levels (though it still needs a reasonable amount of polish) and can be downloaded here: http://www.indiedb.com/engines/unreal-engine-4/downloads/world-wide-wreck. Here is the gameplay trailer:
Here is some of the content I created for WWW, though the project is still in development, so some of these will still be WIP:
Here's one of the bosses within the game, Le Bêtemaître (the beastmaster) a fearsome bear with little interest in you, but brought to battle by an annoying frank rider that won't leave him be.
The bear and raider's original designs were created by Jaime Rontomé. High poly and low poly models, texturing, rigging of the soldier by myself. Bear body rig created by Paula Sanchis.

Development of the franks' base army. Based on a concept by Jaime Rontomé. Low poly models, textures, rigging and animation by myself. Additionally, some of the environment assets I created for the game




Other works include: Low poly retopology for the main character, Sagna Heiterhäard, as well as the rigging (and animations) and the concept design and modelling of what would've been another boss of the game (but was left behind), Le Mecanique, a middle age mech "robot"/siege monster.