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My degree objectives at the University of Advancing Technology have given me the tools I need as a Game Artist. I am dedicated to creating visually appealing game art that draws players into the game world. With a focus on creativity and innovation, I aim to push the boundaries of game art and create unique experiences for players. My degree objectives guide me as I work to achieve these goals and create game art I can be proud of.
Table of Contenents
Game Art & Animation Degree
Objective 1
Demonstrate and communicate aesthetic
skills and choices based on traditional art
theories and current game development
practices and next generation research.
Objective 3
Demonstrate the core skills needed to
create 2D and 3D art assets, textures, and
animations utilizing industry-standard
software tools.
Objective 5
Adapt, export, integrate, and optimize game
art and animation assets (including shaders
and lighting) into 2D and 3D game projects
working within a production pipeline and
the confines of a project’s game engine,
tools and other constraints.
Objective 2
Conceptualize and generate pre-production
art assets through pre-visualization and
prototypes usable for multiple game
platforms.
Objective 4
Create industry quality 2D and 3D art assets
(such as characters, props, textures,
environment elements, and collision
objects) or animations (keyframed and
motion capture character, environmental
and FX) for use in game projects utilizing
industry-standard software tools, pipelines,
and platform guidelines.
Objective 6
Establish collaboration, mentorship, and
professional leadership skills by working
with other disciplines to deliver highly
polished and completed projects.
Objective 1
Ecorché
In order to prepare myself to create a sculpture of the human anatomy, I had to peel back the skin to see what was going on within the form. This process helped me understand how and why the body moves in certain ways.
After studying many ecorches and studying the layers of muscles, I went on to create a clay sculpture using an additive process. One side shows the skeleton structure, and the otherside shows the muscles.
Sculpture
Life Drawings
These art pieces were done in and out of a life drawing course that I had done. I was able to get a stronger grasp of human anatomy by analyzing it in real life and doing timed pieces for them. I then used what I learned and drew from photos at home.
Still Lifes
In my time as an artist, I have also created many still-life drawings. These would exercise my eyes to analyze the form of different objects and translate them into lines on paper. I would get experimental, overlapping different angles of the same object on top of each other to create an interesting art piece.
Evie the Robot Girl
Evie the Robot Girl is a character created by @sai.artz on Instagram. To celebrate her achieving 10 thousand followers she hosted a 'Draw This in Your Style' event. This was my submission. I used this illustration to practice my color theory and perspective skills.
Objective 2
Don't Play With Fire
This storyboard was created to tell the story within a world that I had created. I used many techniques, and editing tricks to create visual interest throughout the storyboard.
Kaimi Concept and Turnaround
Kaimi is a superhero with scales that release supersonic sound waves. Her color pallet and design draw the viewer to her face while creating dynamic lines. It also shows her powers and shows that she is from the city.
Character Turnaround
This character design was created for a game concept where you play as a princess whose kingdom is underwater. I maintained her proportions. I also included different facial expressions and different lighting in order to show the full depth within her face.
Chest Turnaround
This prop was designed for the same world. I wanted a classic video game chest, with unique features that might be underwater. It felt like an interesting idea to use fish scales instead of leather to cover the edges of the chest. It gave it a unique iridescent look.
Underwater
Environment
For this game, I created multiple environment thumbnails, and chose one to render out. I made careful use of atmospheric perspective as it would seem exaggerated when underwater.
Mochiguin UI
I created a concept for a mobile tycoon game where penguins produce mochi icecream. I wanted the UI to be fun and cute to match with the concept. I made use of pastels, and bubbly type face to help with this.
Objective 3
Vector Art
Using Adobe Illustrator and Photoshop, I have created vector art pieces.
Pixel Art
Using Photoshop, Aseprite, and Ibis Paint X I have created pixel art pieces.
3D Modelling
Using Maya, 3ds Max, Zbrush and Blender I have created 3D models.
Objective 4
Walking Animation
A looping walking animation.
Loser
This collaboration included three classmates. My portion includes Erezina, a wood elf rogue. This animation was created frame by frame.
Pixel Art Animation
I have created a multitude of pixel art animations for various projects. Creating idles, walk cycles, and attacks. I have also created placeholders for the game designers to use.
Objective 5
Knock Out Arcade
These animations were integrated into Knock Out Arcade within Game Maker Studio. They were optimized to use a limited color pallet to easier create alternate skins.
Scarlet Everlasting
These assets were integrated into Scarlet Everlasting within Construct. I made sure the background was able to loop and layer to create an illusion of a broader landscape.
Interior Futuristic
These assets were integrated into Unreal Engine 5. I used multiple textures like normal, specular, ambient occlusion, and roughness maps to work with the engine.
Objective 6
Finally, I have had the opportunity to collaborate with a wide and diverse range of people. Here are a few examples of some of the most notable ones.
Intro to Game Design
A group of classmates and I worked together to create two board games. Within this group, I was the only artist and was able to help produce art pieces that would be printed out or drawn directly onto a board. We were able to work together to create something great, even in our first semester at UAT.
Concept Art
Within my Concept Art course, I was given the opportunity to lead a team. Our goal was to replicate the art styles of the Don't Starve games and take inspiration from ancient India. I delegated tasks and gave feedback to my team to ensure that the assets would be cohesive next to each other.
Knock Out Arcade
In my first semester of Production Studio, I worked on a fighting game called Knock Out Arcade. I was a character animator with this team and I was in charge of creating animations for Beverly. I collaborated with my lead and other artists to ensure our work was the quality it needed to be.
The Cursed Men
In my second semester of Production Studio, I joined the Cursed Men. I worked with this team to create concept art, pixel art animations, and several placeholders for the designers to use. The lead, the other artists on the team, and I worked closely together to create high quality artwork and animations that match the unique style of this game.
Honors for Valor
In November of 2023, I participated in a Game Jam for Veteran's Day. Me and a team got together for 24 hours and created a card game. I helped in the early stages of game design, and then created many art pieces for the cards.