by Erik | Oct 21, 2021 | ASC
Helmets I designed to work with Iphone and Unreal Live Link One has a bicycle helmet as the base and the other uses wrestling headgear. Both have counterweights at the back to balance the weight on the front. Aluminum and carbon fiber rods were used to lower the...
by Erik | Oct 20, 2021 | Hellgate
I worked at Flagship Studios on Hellgate London as a technical artist. I specified, evaluated, processed, and supported weapon, monster, and item assets created by external art contractors. To aid in these tasks I created tools that tracked, processed, and exported...
by Erik | Oct 20, 2021 | All-Star Baseball
On this franchise I eventually made my way up to Assistant Lead Artist. I established lighting and environmental enhancements that set the games graphics well above the previous version, as well as our competitors. I mentored the environment artists and worked with...
by Erik | Oct 20, 2021 | Vexx
Vexx was my first platformer game project to work on, as well as my first introduction into doing particle effects. Two particle effects artists ended up on maternity leave near the same time and they needed someone to create effects and optimize existing ones. Sarma...
by Erik | Oct 20, 2021 | Uncategorized
Facial rigging and facial animation tools, real-time cloth and dynamics setup on characters using nvCloth and Chaos, post animation blueprints for dynamics, lod automation, modularity, and general character asset setup in Unreal...
Recent Comments