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blog
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3D & game production
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3D & Game Production
I currently use Maya as my primary 3D application which offers me as a digital artist a wide range of dynamic tools. 3D graphics is an extenstive and complex digital medium that often requires skills of both a computer engineer and artist.
Game production provides a great environment for team and media development. Computer engineering and art are both utilized together in order to make an interactive game product. Game designing has prepared me to lead projects in other types of digital mediums with similar methods of production pipelines.
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Crowd Simulation Plug-in for Maya
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For:
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Senior Project Thesis
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Date:
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2004 - 2005
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Source:
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C++ API and Maya's MEL scripting
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Team Members:
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Jay Fittipaldi, Chris Dang, Josiah Greenewald
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Description:
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The goal was to create a Maya plug-in that simulates crowds of intelligent agents in a 3D environment. Agents have individual and flocking behaviors that can be customized to give the user complete control over agents' action. This will be a versatile tool for smaller, low budget productions that allows the generation of high quality crowd simulations for 3D animations. Our tool will allow digital artists to design complex animations without extensive programming ability.
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Production Role:
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I was responible for Flocking/Steering Behaviors of the 3D agents.
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Files:
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Cowboy/Wild Strut
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Date:
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2005-2006
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Medium:
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DVD Video
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Purpose:
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3D Animation Narrative
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Team Members:
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Chris Dang
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Description:
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This is personal project that Chris and I wrote and designed. It is a western, fantasy story about a young cowboy who struggles with apathy while the Wild West is ready to devour him. He fights for control against forces that seem to lead his destiny. The cowboy is plagued with an unwanted subconscious companion who guides and protects him. He is unsure about his path, and he has no choice but to see what beckons him.
This story is the first episode to the major epic. Chris and I were heavily inspried by Clint Eastwood Western movies.
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Production Role:
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Chris and I worked together on all project aspects. Chris illustrated all the images for this project.
Production on this project has been paused due to the busy nature of our schedules.
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Files:
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Ceres
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Platform:
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PC game
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Date:
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2004
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Source:
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Macromedia Director
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Team Members:
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Jay Fittipaldi, Chris Dang, Dan Gonzalez, Clara Nguyen
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Description:
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Ceres is RPG Adventure game with a turn-based combat system. 2D sprite images were used to convey a fixed 3D perspective.
The story plot is based during the dark post-apocalyptic period where technology and magical elements are controlled by a few powerful people. Ceres is the only known suriving city that consist of feudal factions/gangs of people.
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Production Role:
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I was involved with all the pre-production aspects. My responiblity was Sound Engineer/Designer. I created all the sounds FXs and music tracks and then programmed the components into the game. I also was involved with level design and creation.
Our team built a studio, so that we could work together and have production meetings/updates in the same room. I also built a recording studio, and invited musicians from UF orchestra to record.
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Sound Tracks:
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Slumber
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Platform:
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PC game
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Date:
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2005
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Source:
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Macromedia Director
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Team Members:
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Jay Fittipaldi and Chris Dang
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Description:
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Slumber is a RPG based a system simulation concept of finite state machine. The environment is inspired by Alice in Wonderland, Zelda, and Little Nemo: The Dream Master.
The simulation revolves around a main character, which the player will control. When the simulation begins, the "Sleep Warden," overseer of this dream world, greets the player. The Sleep Warden presents the player with quests they will need to complete in order to return to reality.
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Production Role:
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I was invited to join this team to design a few sound tracks and sound effects to help give the gameplay more depth and appeal. The game atmosphere was suppose to be based on dreams and nightmares. I was inspired by Yasunori Mitsuda's work, musician for Squaresoft's classic game Chrono Trigger.
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Files:
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