Brothers in Arms: Hell's Highway Gearbox Software
Environment Artist (Intern)
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January-March 2007 |
- Modeled and textured 36 high and low polygon environmental assets
- Static and destructible meshes
- Created normal, diffuse, ambient occlusion and specular textures
- Importing and testing of assets in Unreal 3
- Integration, iteration and sharing of assets via source control
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Haunted (Half-Life 2 Project)
The Guildhall
Lead Artist (faculty appointed)
Twelve person team (4 artists)
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April-September 2007 |
- Original concept, modeling and texturing of enemies
- Created enemy and player character animations using XSI and 3ds Max
- Task and schedule coordination for the art staff
- Designed Best Practices and Style Guides for art and level design staff
- Modeled and textured 12 high and low polygon environmental assets
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The Vale Rangers (Oblivion Project ) Technical Artist
Five person team
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February-March 2007 |
- Rigging and weighting for two weapons and five custom armor pieces
- Integration of eight art assets into The Elder Scrolls Engine
- Research and testing of Havoc collision models
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Masters Thesis : Efficient Environmental Pipelines for Unreal 3.0
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April-September 2007 |
- Created an indoor and outdoor scene in Unreal 3.0 using Robobltiz
- Modeled and textured 36 environmental assets
- Explained techniques for using procedural and bitmap materials to minimize texture memory
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