Team Role:

For this project i'll be pitting my fairly limited experience in 3d modeling against the many assets asked for by our game design. I am really excited to start digging into modeling and just do that for a long long while. Also I have always been interested in sound and music composition. I'd like to be able to take breaks from modeling and work on coming up with musical scores for our environments.

Primary:

modeling:

The mansion requires many architectural assets to be modeled but, due to the nature of architecture, some meshes can be shared across different areas. This job requires thinking about efficiency. What objects can be recycled to reduce modeling time? can the same mesh be used with a different texture put on it? Also it requires working together with Eric and Shane - who will also be modeling - sharing assets and suggesting improvements to eachother's work. Consistency in style across all of our work is key so we will be communicating and working off of eachother a lot.

sound design:

From the beginning we had decided to make music and sound be an important aspect of the project. It has even meshed itself into the game mechanics with a puzzle that is music-based. Sound in our game will play the role of a storyteller, giving subtle background context to the areas of the mansion or adding to the experience of the player. Style is a very important consideration which can deeply affect the interpretation of the environments and experience. You may be able to tell from some of my experiments posted so far in my journal that I am interested in looking at traditional musical styles such as waltzes to help convey the idea of age and grandeur.

Secondary:

texturing:

Although my focus is in modeling (and I actually fear texturing) i recognize that the two often go hand in hand. Because we will be using Z-brush for many of the normal maps (a required feature to add detail to our meshes), I will be doing a bit of a mix between the two design processess. I also hope to work on exporting normal maps in maya which has more of a traditional modeling focus.

concept art:

In order for me to properly make sense of my ideas and to convey them to others I will be doing a number of concept sketches. Although some may be more design focused than art focused, I would like to try my hand at traditional look-and-feel concept sketching with color and fine details such as for the ballroom.


Personal Info

3d experience:

I have been doing 3d as a hobby for about 5 years using Blender. In fall 2009 I took the introductory animation course at SFU where we learned Maya and produced the animation short Lux. I also have a working knowledge of Cinema4D.

education:

3rd year SIAT student studying media arts and informatics. I hope to eventually become an elementary or highschool teacher but I plan on having a lot of fun along the way.