Nintendo DS:
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Technical Artist and Asset Manager This was the first 3D game ever produced by our company. We started the project 10 weeks behind schedule with an all-new staff; none of whom had worked on a 3D project before. Working closely with both the art team and the engineers I helped to bring the schedule back on track within the first month and the art assets were implemented without a hitch despite many hurdles and innovations along the way. In addition to daily asset
management and technical support to both teams, I also added a
DS-specific chapter to the company 3D manual detailing techniques,
conventions, and tools for present and future team members, and designed
a special low-bone rig for the game characters. |
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"That's So Raven; Psychic
on the Scene" ____________________________ Reviews ___________________________
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Lead Texture Artist The most interesting part of this assignment was working with the team engineers to devise a way for Raven to have a humongous wardrobe. A central part of the theme of the TV show involves Raven's aspirations to become a clothing designer and also her exploits in various costume disguises to effect the outcome of each episode. We needed clothes - lots of them! Due to other design aspects of the game we also had severe file size restrictions. Together we developed an interesting strategy which resulted in over 800 individual clothing choices and several different hairstyles all of which could be combined in different ways by the player and updated in real time.
Each color option had a hand-painted palette to influence the texture sheet, and all colors had to be carefully corrected so that any possible clothing combination created by the player would look complementary. It was a color workout and uvw's had to be perfect. Not only could the user change the cloth color, but they could also change the color of designated trim pixels.
A further step developed by Engineer Jeremy Gross which was unfortunately dropped from the game allowed the player to draw on special polygons with up to 16 colors in a mini-paint program. These special polygons were placed on the meshes for pockets, borders, ruffles and other clothing detail.
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