Submission for Rookie of the Year 2020
This entry documents my progress in creating a set of game design oriented software skills and asset generation techniques, which I have been developing over the past 9 months during my final year at University of the Frazer Valley (UFV) in Abbotsford.
During the last 9 months I have been actively learning Houdini, Unreal Engine and improving my modeling, texturing and lighting skills in Maya. I did learn modeling, texturing, and lighting before I came to UFV, at Vancouver Film School, but I felt it wasn't enough for me to enter the game design industry, thus I chose to go to UFV to furtehr develop my skills.
I'm fascinated by hard-surface designs and CG environments in games, so I wanted my skills to be applicable to game design. With that in mind I have invested time in learning how to make procedural asset generators in Houdini, so that I could easily iterate on designs and environments.
The process of learning how to make generators also gave me a good understanding of Houdini's functions when it comes to pure modeling and texturing. As a result I began combining my generators and using them for personal projects. I focused on my interest in hard-surface and created three different projects that would benefit from the generators I made - sci-fi corridor, outer space, cyberpunk city.
Because my generator setup was basically simulating assets, I also started to understand how to setup destruction simulation which could be used for games and films alike.
Last but not least, I researched how to do lighting, modeling and scenery design via Megascans in Unreal Engine. The scene below is a result of this research.
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