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Objectives

Game Art & Animation

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  1. These demonstrate and communicate traditional art theories by using research from ecorche models, and human anatomy (with proper proportions). The clay creature started from proper compiled anatomies of a horse, deer, pegasus, and dragon that were hand drawn. Then I created the armature from different gauges of wire, to then packing on clay for the bones and muscle. This showcased my skills for creating anatomy in a 3D physical space. I also did sketches of a human skeleton with muscle mass as well and later made it into a 3D clay sculpture.

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  2. I created the 2D pixel art environment within Photoshop. It has cloud and vine platforms, with a topside and underside. On top of that though, I wanted to fade out the background so I could show off my UI layout. I have my mana bar, health life counter, K/D ratio, plus a minimap of where the collectibles are in the game. The fantasy forest was all vector art created in Photoshop. The UI elements are all there, the K/D ratio, backpack space, a progression bar, and a hero/villain alignment bar. The Satan concept was done inside of Photoshop to aid in the redesign of a vector art character. Lastly, my character turnaround is proportionally sketched out, ready to later be used to model a 3D character and sculpted inside of ZBrush. 

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  3. I modeled a 3D 2016 Camaro SS prop using the technique of NURBS, to scale-- it is just the shell of the car, tailpipes, and tires. The character turnaround is in reference to the anime character Hisoka from Hunter X Hunter. I modeled it in Maya, and then sculpted in ZBrush while preserving LODs.  For a game I created called Providence, the wolf was the main character, and the dragon was the main enemy, and they were both 32x32 pixels. The 3D assets were created mostly in 3ds Max, sometimes exported and imported into Maya, as well as another program called Modo. I had to create my own alpha textures in Photoshop, create some custom tiling textures, as well as generate normal maps, height maps, ambient occlusion maps, and some opacity maps in some cases. These assets were then later compiled into Unity, but for the showcase, I laid them against a simple lighted background with a nice skybox.

Boards
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  4. The character turnaround that was shown earlier, was modified to a 3D model realistic bipedal male, and then sculpted in ZBrush. I created 3 different animations, as well as process separate MOCAP data for the character animation class. Then, I created a path animation for my 3D modeled Camaro. For 2D, I created a vector illustration animation of Satan for a Construct 3 game. It was a psychological horror game with custom art and story text. Lastly for 2D, the pixel wolf animation was for a game I created in Construct 3 called Providence, and she served as the main protagonist.

Obj 5
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  5. I created industry quality 2D and 3D assets by creating decals, as well as several 3D models to create what I envisioned; a sci-fi fantasy Candyland experience. I had to create a lot of the textures from scratch in Photoshop because high quality candy-like textures that had to tile were non existent. I also had to generate my own normal maps, height maps, ambient occlusion, and opacity. These models were then imported into Unreal Engine 4, inside their own assets folder. Textures had to be assigned, options had to be modified, lighting had to be casted and rebuilt, and finally, the layout had to be planned accordingly. The second scene is for a scene in Unity I compiled called In the Middle. Same processes as the Sci-Fi Candyland scene were used here.

Obj 6

Obj 6

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  6. Harm Charm was a game jam game created in February of 2022. I created the pixel art as well as the UI icons and title page. I was art lead with another artist working on the game and then our programmer. In one of my beginning game art classes, I was tasked with a vector art-based game. I created the fantasy side of the game, on a team with two other artists who created the other two environments. We were all tasked with the background, the characters, and the UI. Within that, I was also the team lead to make sure the story-- as psychological horror was the genre, came together. Following that, is my contribution to my game team called Cryptid Fields. I created the Trello, managed the Google Drive, created burndown charts, approved sprint logs, worked with our master's student to apply SCRUM to the way we developed the game each milestone, and held meetings as well as host the weekly stand-ups Lastly, I also contributed UI elements and started on a 3D model. Lastly, the school model was created in collaboration with Jaryd Edson, to create our Student Innovation Project. We are creating an information hub as well as a navigational map of UAT. I'm also showing my 3D model of the entire school to scale for the app.

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