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.
NOVO REALITY - PROPS
Props for this world were modeled in Zbrush and Maya, and textured in Substance Painter.
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.
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.
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. I built all of the art, assembled all the levels, and connected ui touch controls, animation, and portals, through scripts.
CASE STUDY: Inno Games - Rendered Environment Prop
DAILY ROLE: This was a test, done for the environment art department on one of their game titles. It would exist in game as the lowest poly asset possible, a sprite.
Company: InnoGames Duration: test Year: 2017 Software: Maya, Photoshop
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.
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