Out of LA

June 5th, 2011

Can’t believe that it was only 2 weeks ago that I left LA, seemed like it was a lot longer. Travel does that I suppose.

It was interesting though. After I accepted the job from Gamebase, my buddy Leggitt let’s me know that Spark was still interested and I get a ping from Joe over at Riot looking for a VFX artist. But both would have tied me to LA, and living in The Valley wasn’t right for me. Nice to be wanted though.

Just about completely settled in NC now, at this point, I’m just updating all my shipping and billing data. Hopefully, I’ll be able to put up some of the stuff I’ll be working on for Gamebase, at the same time, I’m in a cross between a technical art role and an art director role, so I don’t know what I’ll actually end up with.

That being said, some cool stuff going down.

Haunted Mansion

April 8th, 2011

http://www.youtube.com/watch?v=DxmSGxZPAdk&feature=player_embedded

It’s awesome to see it up and running in a real world situation.

I worked on getting the art side of the real time portions exporting and animating correctly for Gamebryo Lightspeed 3.2 (though I guess since they didn’t use the Lightspeed portion of it, the tool, it’s actually just Gamebryo 3.2). It was fun work, lots of things artists can get away with in Maya, don’t translate into Gamebryo, but there are ways to make them work, just not the easy ways =)

Thanks to Daryl and Tom over at Kung Fu Factory for having me in!

Cheers!

On another Gamebryo note, looks like all the videos and such are still being preserved by the new owners of Gamebryo, so rock on, don’t need to rehost here!

Emergent Video

December 10th, 2010

So, with crazy things going on over at EGT, I snagged the videos I produced in my time there and moved them into a temporary home here. I think they are mirrored on Gamebryo101 so it’s not like they’ll really go away.

I’m considering pulling all the art related ones down and re-hosting them here, just to make sure they don’t get lost in the transition or doom of EGT.

For the moment they can be found Here.

MPGModifyingTheAvatar.mov: is a video demostrating the changing of the Multiplayer Game avatar, still applicable in DayDreamer

MPGWeapon.mov: shows how to add and change weapons in MPG, also still applicable in DayDreamer

customshaderMovSpeedy.mov: how to work with a custom shader

hairAlphaMax.mov: the fun of alpha planes, in 3DS Max

phsysxGamebryoExport.mov: simple export of PhysX objects and import into MPG

stdmatMax.mov: explanation of the standard Gamebryo material in 3DS Max

I’ll get a proper page up for them before too long.

I don’t post much…

December 7th, 2010

Over the last two and a half years,  I’ve posted on this thing, 6 times; 4 of which are hidden test posts. I question as to why this is. I installed this silly blog thing. Though, honestly, I couldn’t talk about work at the time, it was all in flux, nothing was ever solid. But with Emergent Game Technologies on the auction block, I can take a moment and reflect on what I did in my time there.

At EGT I was a Technical Account Manager or TAM, also know as an Field Application Engineer or a Product Evangelist. Essentially the tech side to the sales team. The sales team would pump up the product and the TAM’s would attempt to bring it back to earth without contradicting the sales guy.

Just had to keep it real.

All this is well in good, but EGT sells Gamebryo, and Gamebryo is a programmer’s render engine. With me being a technically inclined artist in a role normally filled by a customer friendly programmer (just as rare as a good technical artist), I quickly found myself only mildly useful. Sure there were always art questions rolling in, even better because Maya has taken a large slab of the game market, so I had ways to fill my time.

Just not enough of it really. Slowly got bored over 2 years, money was good till I did some research. Decided to actually get my feet wet as a technical artist and moved on to a startup that had been working closely with Emergent, doing demos and such for them.

My time at KillSpace Entertainment was full of ups and downs. It’s a startup, so things are brutal, just they way it is. But the team was solid, kept on pushing forward making cool things. Which always gave me interesting problems to solve. In between rigging and VFX, I got a chance to really refresh in MEL, slipped in a good chunk of LUA, and even got rolling with some Python. The real gain though was validation: you don’t know what you don’t know, and often you don’t know what you do know until you’re put in a position that requires you to know.

Though, like I said though, it’s a startup, and things are tight. So once the majority of my work was done, I was let go. It’s all good though, wish the team and the company the best in these hard times. And I learned a quite a bit about myself,the industry, team dynamics, and my level of proficiency.

So, now I’m on the auction block. Taking a bit to slow down. If only for the holidays.

But while I wait by the phone and refresh my e-mail, I have a few things to keep me going: working through a Python scripted modular rigging tutorial thing, rigging some friends characters up,  and I might just get some animation going.

I’ll also be posting up some of the video and docs I did for EGT and I saved all my videos from the pulse.emergent.net website, so those will be available in here soon.

Gamebryo 3D Studio Max Primer

June 26th, 2008

As with last weeks Maya primer, this video goes over the Gamebryo buttons and interfaces within 3D Studio Max.  Much shorter by comparason.

Click here to view it!

Click here to download an archive of it!

Gamebryo Maya Primer

June 19th, 2008

So the first of the Gamebryo tutorials I was tasked with creating is up.  It goes through the basics: initial setup, shelf button descriptions, the NiMultiShader, and some of the buried buttons.  It only weighs in at 30 megs or so to boot.

Click here to view it!

Or download the archive here!