Anyone that knows me knows that I am a Lost fanatic. That bias means this project probably stayed on the main page much longer than it should have, being that it is fairly basic from when I was relearning Maya, it’s not in a game engine, etc.


The Swan

Environment design in Maya. Spring 2009.

My re-imagining of the hatch from the TV show “Lost” (I am not affiliated with ABC/Walt Disney Company).

There has been an updated version of this doggone church in the works for a while now. It will be in Unreal, have game res geo, and be more BASED on Chesme than being so literal. For now, the old version gets to hang out here in the blog. Anyway, work from 2008 does not need to be front page material!


Chesme Church of Russia

3DS Max. Completed in 2008.

I am proud to have been involved in the making of Episode 4 of “The Silver Lining” with Phoenix Online Studios. The new gallery has been added to the main page. This has been my personal entrance into the King’s Quest universe, which is rather backwards since most others were fans of the old games first! The exclusively volunteer project shows what can be done with passion and perseverance. We are now hard at work on the 5th and final episode. Check out the website to download and play the episodes for free.

So in with the new of TSL, out with the old of one of my other galleries.


Canopy

Original environment from concept>Maya>Unreal/UDK. Spring 2010.

Third-person platformer level of the space settlement Canopy.

So here’s my very first Unreal level, which I called “House of Jaguars”. This thing has haunted me for a while, and it’s time to simply let it go until perhaps a later date when I can dedicate myself to redoing all of the art to the quality it needs to be.


House of Jaguars

Environment and Level Design Prototype from concept>Maya>Unreal/UDK. Fall 2009.

Action-adventure level prototype. You are Naum, the spirit of a young Mayan who is enduring the tests of Xibalba, the underworld, to atone for your wrongs in life. As far as gameplay goes, you need to collect 3 relics in order to open up the final room. The level is in the sketch stage where the scripting is functional, but the aesthetics are EXTREMELY preliminary – this was my first Unreal level, and I look forward to redoing the art at some point. Please click here if you wish to view the playthrough video.

As an ongoing effort to refine and focus my portfolio, I am moving galleries to the blog when it’s time for them to go. It’s sort of like a retrospective archive in here :) One day, when we both have that mystical thing people call “free time”, we will be very, very happy to resurrect our game. Until then…here is the former gallery entry.

Artemis

My husband Noah and I have been chugging away at our old-school style beat-’em up action-RPG (for Windows) for quite a while in our spare time. I do the art, and my husband Noah does all of the programming and music. We are both constructing the game world and story. It’s nice to have the ONE project that barely adheres to any sort of timeline & is really just for fun. Here’s the main page to keep up on builds, etc. Want to play? Download version 1692 from Nov. 2009 here. (25.4 MB zip file)

My grad school days are coming to an end. I almost cannot believe it. The last 9 weeks were spent on my final project, which I will feature on the gallery page within the next few days. It is an environment project that I called “Raga”, whose name comes from the term for harmony in classical Indian music. I don’t know a lot of details about that, but I liked the word, and it went with the fact that I was using Hindu temple architecture as a visual inspiration.

So, I don’t like it when work that is too old or unfocused is still up on my gallery. That’s a good thing, right? With somewhat of a sigh, Dudley the bird will now just wave hello in this blog rather than on the front page:

Dudley Says “Hello”
Everyone, meet Dudley! He was created prior to my decision to focus on game development – in other words, there wasn’t so much of a concern for polygon or texture optimization. I used the hairfx/furfx plugin for the feathers using alphas for feather distribution. 3DS Max, 2005/2008.

The site has received a new and colorful update (finally)! In addition to the theme itself being reworked, I added some new content to the gallery, including my “Guest of Minos” level that I worked on for 4 weeks total. The first two were the proposal and concept stages, and the last two weeks were production. I was happy to get faster at using the UDK and enjoyed working with UIScenes more than I had in the past. I know everyone’s probably moving over to Flash/Scaleform for UI, but I stuck with the old school method because of the time it would take me to get knowledgeable on Scaleform – that was time I didn’t have for this project!

Because of new stuff coming in making this site more and more relevant to just game art, I felt it was a good idea to take out my sketchbook album that was at the bottom of the gallery page:

I will share concept work here in the blog in the future rather than including it in the gallery.

Oh how the 10 weeks came and went. Today…yesterday…THURSDAY was my last day at Hi-Rez.

I showed Sean the mesh I had chosen before the paintball mask – the nemes. That is what the headdress is called for the Egyptian pharaohs.

Then, I had to modify all of the head flair so that there would be female versions of each. I noticed that this usually required moving it down (because the female is shorter, I presume :) ), back, narrowing it from the front of the head to the back, and enlarging side to side. That, plus more specific fiddling around with vertices where needed.

The tablet was being crazy (love Vista tablet settings that take over everything), so I did not finish the textures for the paintball mask today. Since I had already made the high poly ZBrush version/normal map, I am bound and determined to finish them anyway and email the files to Sean. That isn’t cheating, right?

Other than that, I did a bit of the afternoon playtest before retreating back to my desk.

I got to say goodbye to Nabil (cool IT dude) and Jerry (character AND environment artist who was in front of me). Jerry has awesome traditional media paintings that he made which are hanging in his cube. I was always blown away seeing his work, along with all of the character folks. I never really spoke much other than hellos and short comments on what I saw people working on. Usually everyone was busy, so I didn’t see a reason to barge in and interrupt them. And, as mentioned before, I am sort of shy. :)

When I left, I think everyone else was either gone for the day (it was around 6:20) or at some ice cream party. Being a vegan, I hear things like “ice cream party”, and the words are filtered straight into the trash bin of my mind! Hah! I wasn’t going to the ice cream party, but I looked outside to see if Sean was chilling out there (don’t ask why I figured people would be there as opposed to some location in the office – I’m still pending a good night’s sleep). I had already emailed him, so I just went ahead and left after leaving my entry badge at his desk.

And with that, I will leave you with a singular, but really good, tech note:
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Keep your poly angles at or below 45 degree angles, if possible!

Why? You can often get away with just using ONE smoothing group, for starters. It will, of course, look less ‘polygonal’. Plus, when generating the normal map from the high-poly mesh, the edges will not look nearly as distorted in the map. I would sometimes have to go in and touch up the normal map manually in Photoshop in the places where the low-poly mesh would have strong angles. This saves you a lot of that trouble.

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This wraps up my blog about my Hi-Rez Studios experience. I am so happy that I got this opportunity. It makes me wish the quarter was longer. Even though I wasn’t very gabby, I still learned a ton given the patient, fun, and informative nature of those in the studio.

Last Friday I was essentially free to do as I pleased and work on another mesh of my choosing. It took a while to come up with one that fit the theme of the desert environment that hadn’t been done already. The first idea fell through because I realized it would not adhere to the restrictions after sorting through some reference images. And that was a sombrero. Yes, friends, I’ve noted in my cohort’s (OK, more like cohorts – a couple were specific and a couple were vague) production blog that he was not hesitating to divulge precisely what he was working on. It sounded much less like the vague ramblings of a mad person than my blog does at this moment :)

In a couple of days I will take the time to go in and edit my entries accordingly to include what I was working on… so they will be more readable.

The reasons why the glorious sombrero wouldn’t work? I noticed they are always worn higher up on the head. The problem with this is that the hair is removed whenever there is “head flair” applied to the character both to save on tris and because the avatar hair styles are so variable that you cannot design around each one. Each of the flair, then, needs to 1. Cover the back of the neck, 2. Cover the “sideburns” area, and 3. Cover the forehead’s hairline all the way over the top of the head (of course, most hats and similar items would do this already).

After hunting around for desert-y things, I stumbled across some cool paintball masks online. Not being a paintballer, I had no idea what these things looked like before. A lot of the references I found were customized, and a lot had camo (mine will not). Success!

I finished the low-poly but would save UVs for home.

Sean was out on Friday, and he was my resident tech-notes giver. So I apologize that there will be no tech notes this time around. However, I did go to the playtest that afternoon. I need to play more Global Agenda now that the quarter is over (I’m writing this late) because I die pretty often on those missions! At least I got some assists. :\ Sad, I know. I play video games like a girl (for anyone offended who does not know: I am a girl).

Because of my grad review, I went to Hi-Rez yesterday (Thursday) rather than today. Since I usually work on my meshes at home on Thursday, this threw me off even further. It didn’t help that an exit was completely closed on 285, making me a little late. I called in when I realized I was going to be sitting there for a while. All that off week behind me – I think I’m back to normal now! :)

Last week’s mesh (the Venetian mask/masks) happened to be the last one on HR’s ‘official list’ of desert flair. The fact that it was the last on the list means we now get to come up with our own ideas. We already had a lot of freedom before since we were given a variety of reference images for each object, but not concept art to follow. So we could make some decisions even within that situation.

Anyway, I am working on the object I suggested, and I’m looking forward to how it turns out! It’s a Pharoah’s nemes, which is the headdress that they wore. It has a challenging fold to it, and finding images of what it actually looked like (especially in the back) rather than a very abstracted heiroglyphic reference is strangely difficult. The Halloween costume versions honestly aren’t so good for research either! Perhaps this shouldn’t be surprising.

I will finish UVs and start (hopefully finish) the texturing before sending some pix over to Sean for review.

The tech notes are going to be a little slim this time around since I was really just working on modeling in Max on yesterday. I get a lot of my tips after I’ve shown my initial ‘finished’ version – then I get the reworks from Sean for the real finished version a.k.a. the mesh’s final pass.

Tech notes:
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  • In the Unreal mat editor, use math>one minus if you need to invert stuff. This was specifically suggested to me in regard to inverting the fresnel.

  • Use exponent to modify how tight/focused the fresnel should look.
  • When looking at an object that has some specularity, observe if that specularity appears to carry some color. For example, for a gold object, put some really light gold into the specular itself rather than just leaving the shiny area white. Also for gold objects, put a darker color (oftentimes some browns will look nice) into the diffuse. You may notice a pattern here – I’ve been told to put darker colors in the diffuse of metallic materials in general.

    I’m looking through my notes, and that appears to be it for now. As promised – slim!

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