Monday, February 12, 2024

Laserbeak Part 2: Hi Res Parts

 






 Artist Roadmap

Projecting Out Past Graduation

Questions:

1. If you could project out past graduation, what is your overall career goal? 

I wish to pursue AAA because I want to work on larger projects and produce more complex assets. I feel like I already have the indie experience working solo for many years post-undergraduate. I want to make more impressive creations overall and hopefully climb the ladder to have more creative control. I also love large and highly complex assets so working for a large studio working on an expansive title would give me more opportunities to work on those types of projects.

2. If you could project out into starting your career, what sounds the most appealing to you? 

I would like to work as a character artist, but I also like working with hard-surface, so robots would be a good compromise. I enjoy making complex details and intimidating designs. I am very interested in mechanical forms and how pieces fit together. If I have the time, I also want to improve my skills with organic forms so I can be just as comfortable with it as hard-surface.

3. What are some of the top companies that you are interested in working for? 

One studio that is a big inspiration for me is Guerrilla Games and how they mix creatures and robots in a seamless way. I would love to join their team to work on the Horizon IP and any future projects of theirs. I would also like to work for Insomniac, with their mix of realism and stylized sci fi. It seems like they still have several IPs they are working on as opposed to focusing on a single one for many years. Sony Santa Monica would be great as well because I am very interested in creature and boss battle design and I'm a huge fan of the God of War games.

Inspiring Reference 






Saturday, February 10, 2024

 Artist Studies/Exercises

Engineering/ Joints

For my research project I wish to study some engineering principles to learn how to construct mechanical forms. I want to focus on robotic joints so I can connect and overlap character pieces in intricate and realistic ways. Certain areas, like shoulder, pelvises, and torsos, can be quite challenging when it comes to crafting connection points and internal frames. I will study action figures and real world robots, as well as sci fi concept art to learn techniques to create these systems. Learning how to connect shapes without resorting to ball joints and false connections would improve my ability to create robotic characters.

I also wish to explore more technical areas like rigging and constraints so I can bring my creations to life through animation. In need to see how secondary mechanisms can be created within 3D software and Unreal engine so my robots can be more than just meshes attached to bones. I must explore multiple solutions to complex issues, such as creating treads and functioning pistons, making sure that I can carry these techniques all the way to a finished game project.

Areas of focus:

Ball Joints

Hinge Joints

Universal Joints

Sliding Tracks

Clips and Fasteners

Pistons

Interlocking Plates

Tank Treads

For studies I can recreate joint structures on some of the figures I own to see how each piece fits together. I can develop kitbash pieces and alpha brushes to streamline the process of creating mechanical forms and robotic characters.