E-MAIL: chrisleathers@me.com            PH: +1-917-583-2673
painting

STUDIO/TITLE: VIRBELA
ROLL: 3D CHARACTER ARTIST
PLATFORM: PC GAME
TOOLS: UNITY, MAYA
DURATION: 2 YEARS (between 2020-2024)


Worked on a small team to rebuild Virbela's existing avatar system and UX/UI from the ground up. The process took a good year. The goal was flexibility, optimization and to fit a global user base and wide range of cultures. There were a lot of other considerations to the avatars and their role, that made the Virbela virtual experience one of the best, most immersive and easy to use systems I have ever used.

painting


The avatar system was designed around a single avatar base model, and clothing sets, which were then morphed into every concievable character the software could produce, which was vast. I spent the majority of my time creating the rigging and blend shapes that worked behind the scenes to make this possible and exporting the rigged assets to unity.


painting

painting

Here you can also see an early beta mok-up of the UI that I worked on. These avatars were all realized usiung Unity's URP render pipeline.

painting

painting

Shout out to the great team of people here, Sheldon Brown, Josh Palang, Joel, Jacob, Larry, Nicole, among others.. !! who had the passion and fortitude to get these avatars across the finish line.


STUDIO: FREEVERSE / NGMOCO
TITLE: FLICK-BOWLING
ROLL: 3D CHARACTER ARTIST
PLATFORM: iOS GAME
TOOLS: MAYA, PHOTOSHOP
DURATION: 8 MONTHS (between 2008-2011)


As a solo 3D character artist for a period of time at Freeverse Games in Brooklyn, I had a chance to push my rigging skills and accumulate technical solutions around creating game engine ready hoards. Yes I know, they don't look like typical bowling league bowlers but in FLICK BOWLING, you traveled throught time and bowled as your favorite historical characters hence the Mongoliam warrior and WWII airplane mechanic.

painting

The creation of these characters, start to finish was basically on my plate. I found it helpful to develop a pipeline that could handle a wide number of assets and account for different, heights, shapes and sizes, all based on a single rig and mesh.

painting

Shout out to this amazing team, Ian Smith, Bruce, Kevin, Denise, our remote programmer who wrote scripts for keeping track of key frame ranges in Maya, Pat, and others I will add when I have time to make sure I remember them correctly.


STUDIO: FREEVERSE / NGMOCO
TITLE: FLICK-BASKETBALL, FLICK-BASEBALL
ROLL: 3D CHARACTER ARTIST
PLATFORM: iOS GAME
TOOLS: MAYA, PHOTOSHOP
DURATION: 5 MONTHS (between 2008-2011)


FLICK BASKETBALL was an OFFICIAL NBA title, and I modeled about 50 real world basketball players from real teams with real source images sent to us by the actual NBA!! Far larger than the iphone screen resolution could showcase. Still pretty cool though.

painting

All 50 players had to be rigged and animated. I took advantantage of every trick I could find to automate the stages of this process combining Maya clips, skin weight transfers, animation re-direction, and a few other tricks, I could tell you but I'd have to kill you.. things that made edits and animation easier and kept everything accessible.

painting

painting

We met very light weight, low poly requirements, yet you can still hear the crown cheer practically. Shout out to this amazing team, Ian Smith, Bruce, Kevin, Denise, our remote programmer who wrote scripts for keeping track of key frame ranges in Maya, Pat, and others I will add when I have time to make sure I remember them correctly.