Students work in teams, across interactive disciplines (programming, design,
art asset creation, and production), and across experience levels, (sophomore, junior, senior), to develop video games of publishable quality.
Not exact matches
We've since expanded to
asset creation,
art direction, subcontracting, and copy editing in support of our fellow developers.
+ DIGITAL
ART BOOK - A book filled with concept art, illustrations, drawings, game assets and behind the scenes notes detailing the creation of this history in a neatly designed PDF fi
ART BOOK - A book filled with concept
art, illustrations, drawings, game assets and behind the scenes notes detailing the creation of this history in a neatly designed PDF fi
art, illustrations, drawings, game
assets and behind the scenes notes detailing the
creation of this history in a neatly designed PDF file.
Additionally familiarity with
art creation pipelines,
asset exporting and process automation would be ideal for this role.
PREFERENCES: • A knowledge of a broad array of industry standard third party content
creation tools (Maya, Marmoset, Substance Painter, Keyshot) • Strong traditional
art or graphic
art foundations: including but not limited to concept
art and illustration • Familiarity with third - person action games • Basic Familiarity with
asset tracking and issue tracking tools such as Perforce and Hansoft • Strong 3D math and linear algebra skills
• Follow the level design pipeline from «pen & paper» game designs to implement spectacular character based levels and ultra-fun gameplay mechanics • Work closely with level layout artists to identify level
assets and gameplay direction to ensure visual and technical quality for the levels • Follow direction of Lead Level Designer to maintain gameplay vision consistency • Contribute to level concept, layout, implementation (camera, entity, etc.), prototype modeling, scenario
creation, event scripting, game balancing, pacing, and gameplay tuning • Contribute to general game design, as well as cooperate with all other facets of game production (programming, environment / world
art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on details
As the inaugural CEO of the Robert Rauschenberg Foundation, Christy MacLear oversaw the development of the strategy and vision, transition of
assets, and implementation of all programs in
art and scholarship — the
creation of a legacy - based philanthropy program and the development of a new artist residency on Rauschenberg's compound on Captiva Island, Florida.
19 years experience in digital pre-press, print layout and production, digital
art creation,
asset & department management.
SPECIALTIES: 3D Character & Environment Artist: Model, (high or low poly counts), Rigging, and Skinning Level Designer: Game Engine; managing
asset, Level Lighting, materials, and particles systems Texture Artist: UV Coordinates, Map
creation (texture, occlusion, normal, etc), Baking textures to models Game Designer: Conception
Art, scripting, storyboarding, design document
creation