I modeled the inside of the streetcar and did the uv mapping for the inside and outside.
I modeled the inside of the streetcar and did the uv mapping for the inside and outside.
This is an Ad design that I did as a project for my Advanced Modeling Lighting and Texturing class. The scope of the project was to simulate a real world job experience, and for that we designed ads for the real-world company Cider Creek.
Working with a team of peers I helped to create an educational game for children. The game has players click a button that plays a narrated fact and an animation relating to it.
I worked on several aspects of the game and acted as the general and overall project manager throughout its creation. Close to the beginning of the project I suggested that we create our game differently than others that our class had made or was making. I suggested that we create all of the assets of the game as video files. This would make implementing everything easier for our assigned coder, and essentially simplified our game down to being 13 video clips, 4 buttons, and a looping background audio track.
I researched and wrote the facts, created their animations, and narrated them. Being in charge with finding/created the audio for the game, I found (royalty free) the background jungle track and button sound effects. I compiled all of the pieces for each animation into their necessary video files. This involved adjusting the timing and frames of the tamarin animations, editing and adjusting the narrations to match up with their facts, and rendering them into their 13 individual files. Due to time constraints I also was responsible for creating the file in Unity and worked with an outside coder to make the game fully functional.
This is a project that I made for my Advanced Lighting, Modeling, and Texturing class at Alfred State. I modeled a Lego-esc Spyro after the current Lego Dimensions figures and other Lego Minifigs. Using a physical Lego Dimensions figure I did my best to roughly mimic the sizes of the base and character’s height. I gave certain parts on Spyro curves and bevels, while leaving others to be rough edges, similar to how solid Lego figures look. I modeled the wings based off of a current lego wing piece. When it came to texturing I made sure that all colors were exactly Lego colors. I did the modeling, uv mapping, and lighting in Maya 2018 and used Substance Painter for texturing.
The intention for my video is to show an alternative to idea of seeing things through someone else’s eyes. The whole video focuses on the face of a person wearing highly reflective glasses. The viewers will see the expressions of the person while also seeing what the person sees through the reflective lenses.
To do this the camera will be an arm’s length away from the person looking slightly up at their face. The person will then walk around acting as though the camera isn’t even there.
The Interactive Media classes that I am a part of is worked with a class of coders to create three games. This is my final check-in on what I did throughout the project.
I made sure to go to as many of the coding classes as I could and I believe that I attended all but two. I went to these classes to communicate what my classes were doing for their game and to get feedback from them on what they want. During one of the meetings we discussed what the game would look like and what objects would be in it (October 5th). I did my part to keep them on track and did what I could to make sure the game was well defined and not too large. By the end of that meeting I promised that coders that I would create a demo/3D-Mockup of the escape pod room that we had agreed upon.
I created the demo and had it available for the coders the following Tuesday (October 10th). Before their class I attended the other section of Interactive Media and filled them in on what the coders were wanting for the game. I also highly recommended that they try VR if they never had before (since the game we were making was a VR game). Two went to try it out and I stayed to help delegate unclaimed tasks to the other members. One decided to take on gathering/creating sounds and I helped another who was drawing a concept for a major asset in the game. I also talked to another peer about creating textures and they were onboard for the task.
Later on I went to the coding class and presented the demo scene that I had created.
The coders really liked the scene that I created. They gave me feedback and I got more specifications on what they wanted certain assets to look like and function. I also worked with a peer to advise narrowing the scope of the game some. This would involve reducing the involvement of the planned monster. They took our advice and agreed that the monster didn’t need to play as large a roll as originally intended. Before leaving the meeting I added the coders to the Google Drive for the game and made sure that they all had access to my demo scene.
The next day (Wednesday October 11th) I uploaded screenshots of the demo to the drive and gave the spreadsheet an overhaul to reflect what I learned from the night before. I did my best to include each asset discussed and I even added specifications for the ones that had them. I stressed to use the demo screenshots and file when created the concepts and models. During my Interactive Media class I updated people on what happened during the meeting the night before. I answered questions and gave jobs to those who looked to me to give them. I asked people to create concepts. I emphasized to make concepts for things even if concepts were already made by other people. The following class I looked over people’s concepts and mentioned that the screenshots and maya file was available for use.
The following Wednesday (The 18th) I was given the news that the deadline for assets was Friday of the same week. In class I discussed with my group what should be done. Tasks were delegated and we all left with something to do.
The next day (Thursday the 19th) I helped Kasey, Megan, Aiden, Tyler, and Peter with creating and sampling sounds and audio to be used in the game. Later in the day I met up with my group to work on assets that still needed to be adjusted, finished, created, or recreated. I recreated the sliding door bin, assembled all of the object files into the scene, and applied textures to many of the objects.
The first game that I reviewed, for mobile, is LINE: Disney Tsum Tsum. In regards to juiciness, Tsum Tsum is pretty good. To start the game you have to press the “Start” button with your finger. Upon doing so the button gets a bit bigger, letting you know that you are pressing on it. Sliding your finger off of this button with make it return to its original size and nothing will change. Pressing the button and releasing will cause it to get much bigger, then instantly smaller, and then finally disappearing. Along with this animation is a unique sound effect and we are brought to the main game menu with a very catchy jingle. Every button in the game’s interface reacts like the first, making each interaction and button press feel fun and kinda exciting. When playing the actual game you have to link matching Tsum Tsum characters in a line. This causes the Tsum Tsums to disappear and adds points to a score located on the top of the app. The longer the line of Tsum Tsums, the higher the score and the more juicy feedback that you get. Just pressing your finger to a Tsum Tsum gives wonderful feedback. The Tsum Tsum gets larger, a “boink” sound effect is played, and all similar touching Tsum Tsums become highlighted. When you drag your finger from one Tsum Tsum to another each one becomes larger, a number over each connecting Tsum Tsum appears, and additional “boinks” play for each new Tsum Tsum. When you release your finger the Tsum Tsums explode. They explode one at a time starting with the beginning Tsum Tsum in your link. A musical note plays for each Tsum Tsum that you had selected, and these musical tones increase in pitch for each Tsum Tsum linked. This game could be more juicy if the whole game rocked or shuttered when you eliminate Tsum Tsums. This juiciness could then be even more effective by increasing the rocking/shutter magnitude depending upon the number of Tsum Tsums linked.
The second game that I reviewed is Dynasty Warriors 8 for the Playstation 4. Dynasty Warriors 8 isn’t very juicy in any area outside of its main gameplay. The juiciness really shines through when you are fighting hordes of enemy combatants. By pressing just one button your character can attack several enemies at once. This feels very rewarding thanks to the visual effect of hitting so many enemies, hearing the enemies gasp/groan from the impact, and seeing and hearing your player character execute the attack. This simple interaction becomes magnified by just simply mashing the same button (or corresponding strong attack button) and watching/hearing the many many enemies groan and fall before you. The idea that just one person can take on hundreds (and sometimes many thousands) of enemies is just really appealing. This could be juicier though. More flashy attacks, more unique sound effects. The interactions of the main gameplay is juicy, but it just could very well be cranked up.