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- UAT Boards -
Game Art and Animation

Objective 1

Demonstrate and communicate aesthetic skills and choices based on traditional art theory, current game development practices, and next-generation research.

The Aleck project is a project centered around style matching a video game, specifically Hi-Fi Rush. Extensive reference images were used in the development of the character, key characteristics of their design, their personality, and their color scheme.

The Koipond City Wide-Shot and the Yvette Fight Scene are key pieces of concept art. I utilized neon lighting to give it a colorful, yet foreboding and uninviting aesthetic. It shows the full sketch-to-completion pipeline.

Additionally, there are multiple examples across my portfolio of concept art, character design, composition, and rendering practices.

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Objective 3

Demonstrate a cross-section of baseline skills needed to create 2D and 3D art, textures, and animation assets utilizing industry-standard software tools.

The Yvette 3D models, both V1 and V2, demonstrate my ability to develop, rig, and texture 3D models, and demonstrate my ability to perform low-poly modeling.

The Sci-Fi Environment is a great example of set design, 3D modeling, texturing, and compositing.

Additionally, my portfolio is filled with rendered images of a multitude of characters, rendered environments, and concept art.

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Objective 5

Adapt, export, integrate, and optimize game art and animation assets (including shaders and lighting) into 2D and 3D game projects, working within a production pipeline and the confines of a project's game engine, tools, and other constraints.

The 3D-modeled Sci-Fi Interior was fully ported into the Unity Engine, properly scaled for the default Unity Pawn entity to explore the environment in a limited capacity. It also includes full lighting.

The V1 of the Yvette 3D Model was fully rigged and was given a test animation, all within the Blender software.

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Objective 2

Conceptualize and generate pre-production art assets through pre-visualization and prototypes usable for multiple game platforms.

Within the Sketches Section of my portfolio are multiple examples of sketches, thumbnails, and concept art. These also include iteration on my current style and the designs of my current roster of characters.

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Objective 4

Demonstrate the ability to build industry-quality game assets specializing in specific 2D and/or 3D art and/or animations utilizing industry-standard software tools, pipelines, and platform guidelines.

The 3D Modeled Sci-Fi interior is a large collection of game-ready assets, all fully textured with clean topology and consistent stylization, and properly scaled for an in-game environment.

Koipond's Finest: Freelancers includes a collection of assets to represent the digital mechanics through a functional paper prototype. All of its assets are properly stylized to match the in-game UI.

The V2 of the Yvette 3D Model is game-ready. It has clean topology, full texturing, and is styled to match my current art style, future-proofing it for future assets made in the same art style.

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Objective 6

Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.

The entire process of my SIP Projects' development was a massive collaborative undertaking. I worked extensively with my friends, professors, and other developers during the entire development process, including feedback for all created art assets.

Additionally, all of the work featured on my portfolio is a part of a larger collaborative project; I work closely with other artists for feedback and advice, and am always working to improve my craft.

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