Jordyn Rennemann
Medusa Interactive Experience
(Game) Visual Development
For this project, I am the art project lead. In this role, I am leading 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 have iterated through three stages so far, and after a couple weeks we have arrived at this visual development stage.
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I am responsible for the lighting, vfx, rat character rigging, animation state machines, and asset implementation into Unreal Engine! I am excited to reach the next step which will include material creation and texturing.
Overwatch Lighting Reference

Scene lighting: sky box, post process volume, torch blueprints, and glowing stone blueprints




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




Houdini: Procedurally Generated Trees




Unreal Engine Animation State Machines using blendspaces


Unreal Engine Animation State Machines using blendspaces


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








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).
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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

