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Game Developments
(Mostly Rapid Prototypes)
Project Lead: Medusa Garden of Mirrors Chase

For this project, I was the art project lead. In this role, I led a small team of 3D artists, tech artists, and animators. The project goals are to create a small-scope chase game based around Medusa, with an Overwatch art style in mind. We did not have any level designer, technical designers, or programmers to aid us on this project.

We iterated through three stages, and after a couple weeks we have arrived at this visual development stage. 

I am responsible for the lighting, vfx, rat character rigging, animation state machines, cut scenes, trees, and asset implementation into Unreal  Engine!

Scene lighting: sky box, post process volume, torch blueprints

final_enviro.png

Overwatch Lighting Reference

Dorado-1.jpg

Cut scene sequences (intro & in-game)

Torch vfx: Photoshopped images, Niagara particle emitter, light flickering material

Trees: Procedurally created in Houdini and sway created with material in Unreal 

Character Rig

Can I Have A Quarter?
Narrative Game Rapid Prototype

For this project, our team of artists and programmers had two weeks to prototype a narrative game in Unreal Engine. 

Our game is centered around a boy desperate to get a new limited edition soda from a vending machine at a birthday party in a pizza parlor. When inserting his last quarter into the machine, he drops it and a rat scurries away with his last quarter. This action starts the boy on his quest to find a new quarter to complete his mission. 

Responsibilities: All character models and textures, all character animation state machines, rigging and animation from Mixamo. 

ABPUncleEventGraph.png
ABPUncle.png
Seven Deadly Goats (48 hour Game Jam)

For this game jam, I participated on a team of 4 for 48 hours to create a Unity game with the theme of exploration.The game jam was the FIEA annual game jam.​

Responsibilities:

Modeling, texturing, rigging and vfx. 

Delivered:

  • Full goat asset modeled, textured, and rigged

  • Generated low poly trees in Houdini

  • Modeled and created blueprints for the lights illuminating the path with custom vfx

  • Lighting for the level

  • Head explosion simulation vfx

goat.png
Nun Shall Pass
VR Game Prototype

For this project, our team of artists and programmers had two weeks to prototype a VR game using Unity. 

Our game is centered around a Nun tasked with protecting the Holy Bible from hoards of flying demon enemies. You play as the nun and to protect this book you must use the Oculus joysticks to strike. Different angles and shapes used when striking an attack at an enemy affect how much damage you deal to them. The book has a health bar in addition to your own. Throughout the map there are health potions shape like a chalice and cracker (body and blood of Christ imagery).

Responsibilities:

Models and texturing: Demon, Nun hands, crosses, chalice health potions, rugs, walls, ceiling, lights, and windows.

Rigging: Demon character

VFX: Cross illuminations / drag particles, demon blood spew effect on attack

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