top of page

Objective Four

Create industry-quality 2D and 3D art assets (such as characters, props, textures, environment elements, and collision objects) or animations (keyframed and motion capture character, environmental and FX) for use in-game projects utilizing industry-standard software tools, pipelines, and platform guidelines.

Environment animation with grass swaying in order to bring this scene more to life

Using a preset rig I was able to create a 3D animation consisting of a maximum of 480 frames. The rig I used is based on Star Wars so it only felt right to stay to that theme. I wanted the character to seem like they were overly confident and then realize that their enemy was bigger than expected. After that segment I wanted the character to gain that confidence back and show the idea of a Jedi warrior.

Unboxing, an animated short was a group project that I worked on. I focused on unwrapping the assets as well as texturing them. However, I also helped create some of the models such as the garbage truck, and smaller environment assets. I also animated the box traffic cop! 

Using the blueprint system within Unreal Engine 4, I created an animated material. I used Adobe Photoshop to create the shooting stars and the background of the static stars. My idea was for the material to be used for the inside of a planetarium!

Using 3DS Max for creating the animation, I animated a mechanical arm. I then exported the animation and mesh into Unreal Engine 4 and added a trigger blueprint in order to get the animation to activate whenever the player got near the arm!

Using 3DS Max to animate the bouncing ball, I then imported it into Unreal Engine 4. I ensured to explore the principles of animation while animating the ball such as by including squash and stretch, staging, and ease in, ease out!

Using a modifier within 3DS Max, I created a melting animation! It is a popsicle melting and then leaving a puddle on the ground. The animation was then imported into Unreal Engine 4.

With the help of a modifier within 3DS Max, I created a crumbling rock that reveals a gem! The rock breaks into a bunch of different pieces then using a collision within Unreal Engine 4, stays on the surrounding ground.

bottom of page