CHRIS LEATHERS
3D Modeler / Visual Designer



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NOVI REALITY
Unreal Engine Levels
2017-18 - VR Ride/Animation


CASE STUDY: NOVO REALITY - JUSTIN MELTZER - 3D UNREAL LEVEL SETS AND PROPS

DAILY ROLE: Working with the director and the head of story (company founder Justin Meltzer) I helped flesh out the early ideas and visuals for their evolving script. This included versions of the characters, until the script was locked, at which point I modeled assets for the sets and props and brought them into UE4 to lay out and light.

Company: Novo Reality - Justin Meltzer
Duration: 1 years
Year: 2017-18
Team Size: 2-8
Titles: UNDISCLOSED
Software: Unreal, Maya, ZBrush, Substance Painter, Photoshop


NOVO REALITY - VR SETS

The main set for the opening act was an idyllic summer valley, which we crafter in EU4, using models made in Maya, Zbrush and Substance Painter.


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NOVO REALITY - VR SETS - FIRST PASSES

When setting up the lighting, and testing the shaders, workflow, etc.. I worked with a different set of textures.


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NOVO REALITY - PROPS

Props for this world were modeled in Zbrush and Maya, and textured in Substance Painter.


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CASE STUDY: AMLIFY LEARNING - 3D PRODUCTION ART FOR AMPLIFY GAMES

DAILY ROLE: Work with creative directors to produce concept artwork and prototype tablet based demos in Unity. Create 3D models for AR experiences. Work with Art Directors and other designers to conceptualize and create art work for table and web based learning games.

Company: Amplify Learning
Duration: 4 years
Year: 2011
Team Size: 2-12
Titles: Lexica
Software: Unity, Maya, Photoshop


AMPLIFY GAMES - 3D PROP MODELING

Librariana was a MASSIVE tablet based game, developed by Amplify and Schell Games. I worked on the first prototype, with the developers at Muzzy Lane Software, which eventually morphed into a mega 3rd person experience.


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CASE STUDY: 3D PRODUCTION ART FOR AMPLIFY GAMES

DAILY ROLE: Working under the Creative Director to explore ideas in 3D and Unity, for a number of games that were eventually farmed out to game companies like Shell Games, Pre-Loaded, and Zachtronic. The prototypes allowed us to explore how a concept would feel, first person vs thrid person, with different variations on scale, different volumns of spaces, etc.

Company: Amplify Games
Client: News Corp.
Project: ARC
Date: 2011 - 2013


STEM GAME PROTOTYPES

This prototype consisted of three levels. An underground mine (you see here), an above ground processing paltform, and a robot assembly station. The levels were linked by portals, conveyor belts and elevator tubes.

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CASE STUDY: VRB - 3D LEVEL BUILDING

DAILY ROLE: Happily spent 6 months working on a prototype mobile/social VR world, dreaming up new ways of interacting in VR. Expressing those thoughts through sketches and prototypes. Creating new skins for existing apps. Building mobile/social VR levels.

Company: VRB/Samsung Accelerator, NY.
Duration: 6 Months
Year: 2016
Team Size: 3-5
Titles: VBR Home, VRB Photo
Software: Unity, Maya, Oculus, Photoshop

BREAKDOWN: VR / 360 VIDEO SHARING APP

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BREAKDOWN: MOBILE/SOCIAL VR APP

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CASE STUDY: ELECTROTANK - 3D MODELING AND LEVEL BUILDING

DAILY ROLE: Working remotely and using version control software to recreate an existing 2D game in 3D. There was a large exterior, and several interiors.

Company: Electrotank
Duration: 3 Months
Year: 2010
Team Size: 2-3
Titles: Elysium
Software: Unity, Maya, Photoshop, XNormal


BREAKDOWN: OPEN WORLD MULTI-PLAYER GAME.

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BREAKDOWN: INTERIORS - MULTI-PLAYER GAME.

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CASE STUDY: AMLIFY LEARNING - UNITY PROTOTYPE FOR SCIENCE GAME

DAILY ROLE: I worked across several teams at Amplify, sharing techniques in Unity and 3D art. When one of the science teams was considering Unity for a product in this case, they asked be to create a prototype app that could demonstrate different sorts of interaction, and animation playback, whcih I did. I was also asked to do some 2D art.

Company: Amplify Learning
Duration: 6 Weeks
Year: 2013
Team Size: 2-3
Titles: STEM Games Prototype
Software: Unity, Maya, Photoshop


BREAKDOWN: UNITY PROTOTYPE.

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