A western genre game created for my Alternative Game Development class created by myself and a team of students. The idea, developed by our lead designer was for it to be a moral dilemma experience in which you are charged by a secret agent to save your town but the choices that are presented to you are vague and morally questionable. A 3d game created using Autodesk Maya 2016 for modelling, Unity for game development, Photoshop for digital painting, concept art, and textures, and Visual Studio/Monodevelop for programming. The art aesthetic was decided to be that of a cardboard cuttout town with cardboard pieces for players in order to play on the idea of innocence in the face of disturbing content. As part of the art team, I was in charge of designing, modelling and texturing the exterior buildings, the exterior environment box, several clutter items, and two interior environments. I researched historical buildings for concepts, collaborated with my team for content ideas, digitally painted the textures with a wacom tablet, modeled and textured the buildings in Maya, imported my assets into Unity for final game implementation, and set up the town scene as well as my two interior scenes.
Before I went into the EAE program at the University of Utah, I had developed some interest in 3d modelling with Auto Cad and Sketchup when I was in architecture. When I had taken a break from school I taught myself Blender in order to explore my interest further and that is how I decided I would like to go into game design. I have now taken a 3d modeling course learning Autodesk Maya and an animation course which went over the basics of Mental Ray in Maya for rendering, lighting, and creating materials. I have further developed my ability in my game development courses by applying these skills practically.
For my Traditional Game Development course, I worked with one other artist, a sound designer and one programmer to create a horror style pixel art maze runner game with a randomly generated maze based off of the Stranger Things series on Netflix. This was a classroom project. Nothing was distributed for public use. In Demogorgon Run, you are a young girl trapped in a maze with a demogorgon monster and your goal is to find the way out by lighting candles which act as switches to activate a portal to salvation. The maze is mostly dark and you have a flashlight and a lantern (if you find it) for light. There are obstacles such as moss, spikes, and mud. And the demogorgon is after you. He can hear your heartbeat and if you move faster he will come at you faster. You can also pick up and drop traps in order to hinder the gorgon's movement. For this project I was in charge of User Interface, environment, and some clutter and obstacle design, art, and implementation. I also did a little bit of animation with the candles to make them twist around themselves when lit. We used Unity for game development, Photoshop for pixel art and screen/button design, and Slack app for collaboration.
Life of the Andros
A minute long animation I created for my first animation course. I used my personal art, content I had created for this class for previous projects, and new content that I created for this animation to depict a short scenario in which my Andro creatures are going about their lives which are determined by the cloud mother characters in the sky(one in charge of birth, the other in charge of death). There is also a monster which chases one of the Andros back into its original cloud mother. This is all my own art either created digitally with a tablet in photoshop or created traditionally and then digitized. I used Adobe Flash for basic animation, Photoshop for art and design, Premier for sound design, freesounds.org for sound content, and After Effects for special animation effects and video editing. I also submitted this animation to a showing for F&MAD film festival.
Life of the Andros
I have been a practicing artist my entire life. I have experience with many mediums including acrylic paint, oil, ink wash, pencil, pastel, watercolor, pen, and even physical 3 dimensional materials such as brick, plaster, wood, sheet metal, wire, plastic, etc.
These videos demonstrate the basic animation techniques that I learned in my Animation 1 course including follow through, squash and stretch, imitating physics of real life objects, creating a vanilla walk and a stylized walk based off of real life video, and finally making an animation short demonstrating my understanding of what I learned in the class. The rigs were provided by the professor. The basic environment in the squirrel animation was created by me as well as the scenario for the animation.