Here are Lazy Brains teaser and demo clips from final presentation / exhibition. Please visit previous post , Voxel 6 and Drexel’s Replay Lab for more game information and enjoy!
Lazy Brains Teaser clip:
Lazy Brains Demo clip:
Update! Senior Project qualifying presentations this week — in game footage of multiple levels of assets, working demos for Lazy Brains coming soon!
Also! Please view my recently compiled Spring ‘08 reel right here for a sneak peak of some of the goods.
Check out our Voxel 6 project site to learn more about our work and look for us in the Philadelphia Inquirer.
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Whilst traversing the College of Media Arts and Design labs, a fellow traveler from the film clan asked if I would create a twenty second animation for his short film, Melancholamorbus. I was instructed to synthesize the various stylistic elements from his piece with my own and forty-eight hours later I handed him this. All art was draw by myself with conte crayons and pastels, then digitized. Heart was animated in Maya using various deformers, particles were created in Combustion, and additional effects were composited with the whole in AfterEffects.
For our Senior Project, four other digital media students (two with CS backgrounds) are designing a game engine framework and fantastical, game-like 3D environment with which we can explore the influence that new methods of interfacing may have on the user’s immersion in the interactive, virtual world as well as new elements of game-play that may arise. To achieve this, we are working with the school of Biomedical Engineering at Drexel, specifically Hasan Ayaz, a crucial asset to our team. We have constructed a pipeline to incorporate live data from the fNIR device into our Blade3D integrated development environment, powered by XNA. Still in “Industry Preview” stages, we have recently started working with the development team at Blade3D to streamline the rest of our own development process as much as possible, and they have been very helpful.
We are participating in Drexel University’s Research Day tomorrow, 4/22/08. The above poster, live engine demos, still and video concept art, and our eager team will be on hand to share what we are doing with those interested.
My primary role in our team (though we have all been promoted to wild card status as deadlines are becoming closer) has been the creation and translation of character and environmental assets — modeling, pelting, texturing, and rigging — from 2D concept sketches drawn by our primary designer and readying these entities for the engine. Below are some concept sketches, renders, and animation/rigging tests for the characters and assets I was responsible for bringing into the world we are creating. Plummy, our Virgil-Navi archetype, has a dynamically controlled facial rig influenced by a hair system with which he speaks the words of truth that the kids cannot get enough of.
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Solo Final Project for my Character Animation II class. This is an incomplete vision with more animation currently in the works. The shrunken head, custom bone-based facial rig, and accompanying custom control GUI engineered by myself will have more video documentation and explanation here in the near future.
All other modeling, animation, and aesthetic design by myself. Special thanks to CPR for the construction of a unique Renderman shader which I have modified slightly. Animated with Maya 2k8, rendered with Pixar’s Renderman. Please click the “read the rest of this entry” link below to view video examples of my rig control setup in action.
Stills of my facial rig / stills without toon shading:
Some more art from my cave by me. Pretty much all conté crayon and oil pastels. Jellyfish attacking my diver by Scotty Ack.
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Duo Final Project for first Character Animation class. Jordan and I attempted to tell the story of two friends, confusion, unintentional betrayal, and birthday magic through gross gestures using a simple IK/FK rig.
I completed half of the character animation, as well as modeling, shading, and texturing the environment. Animated in Maya 8.5, rendered with Mental Ray.

A BF-2 Bradley tank I modeled, UV mapped, and textured for use with the VECTOR project while at CHI Systems Inc., implemented through the Gamebryo pipeline. The VECTOR project is a FPS-style cultural training tool for military application. I also had the opportunity to try my hand at larger-scale level design and prototyping, specifically a representative quarter of a Middle Eastern city, while working on VECTOR.
All assets for VECTOR were completed in 3DS Max 9. My work with Gamebryo has granted me much experience with the engine’s shader system, 3DS plug-ins, and general art pipline.
The HAPMED project was the first opportunity I had while on CO-OP at CHI Systems Inc. to work with the Reality Engine. The HAPMED project was a 3D serious game in which the user would navigate a battlefield in a FPS-style treating wounded soldiers, with a focus on triage and technique. A haptic arm could optionally interface with the game via bluetooth to allow realistic, hands-on experience with with actual tourniquet application.
My role in the project was primarily the modeling and texturing of the environment, completed with 3DS Max 9 and Maya 5. I was also afforded time to become more experienced with the Reality Engine and IDE during this project and focused on becoming more familiar with the shader pipeline, as well as experimenting with particle effects (such as the blood splatter from a fallen soldier’s wound).