Artist Interview Presentation
Perforce Proof
Medusa 'A' Stage
'B' Stage
For this stage I mainly iterated on the existing scene.
1. Updated torch vfx blueprint: added a torch holder, material, and smaller / slower fire particle vfx
2. Offset the torch light flickering function
3. Iterated on the trees to include more leaves and created blueprints with objects (new modeled rock and fern asset) covering the area where the tree meets the ground to rid of the CG tree feel. I only did this for the trees inside the walls because the ones outside will not be seen.
4. Added more glowing stone blueprints around the map, indicating possible paths for the player
5. Updated rat rig: deleted cape controls and cape, created tail rig, created the ability to animate the spine in ik or fk with space switching options for the shoulders/ arms to follow either, and added eyebrow controls. I accidentally changed the hierarchy of the controllers, which resulted in lots of troubleshooting to fix referencing issues within the animation files. I did however fix it!
6. Created a start screen menu and connected the start button to the main, playable level. The "Quit" button is connected to the quit game functionality.
7. Added in our sound fx wav files and connected them in various ways. The start menu and level play the background music upon start. The torches produce a fire sound fx when the player enters the triggerbox that surrounds them. The run animation is connected to footstep sfx.
8. I also created an Overwatch style leaf in Photoshop to use for the little bush planes.
'C' Stage
Basic Outline
1. Start with class (name)
2. Setup: create object, container, merge nodes
3. Define inital geometry creation function with attributes for type, position, rotation, scale, color
4. Set attribute for all spheres to be polygonal instead of the default parametric
5. Define the operator overloads: inversion, union, difference, intersection
6. Define how the objects are being referenced when executing the various operations
7. Define the boolean types
8. Apply code provided to test my class
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Protomeshing 'D' Stage
During this stage as the art lead, I focused on the Unreal implementation, presentation, and organizing tasks for the rest of the team. As a technical artist for the team, I worked on advancing the rat character rig to have FK and IK capabilities on the arms and legs. In Unreal Engine, I setup a rat character blueprint and animation blueprint with early versions of the animations. Additionally, I advanced the scene lighting and implemented proxy vfx.