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Summary

Published Compositions & Ongoing Activities

This site covers the following:
  • Character Design: with a focus on modeling.
  • Game Design
  • General modeling, animation, lighting, rendering, etc.

Background

Positions

Animtion and Project Management at Greater Giving

  • Greater Giving's Website
  • Position includes complete video creation for instructional media
  • Modeling, Animation, Lighting, Rendering, Compositing, Publication

Secretary, Cascade ACM SIGGRAPH

  • Cascade ACM SIGGRAPH's Website
  • Maintain the ongoing membership database
  • Recruit new members
  • Communicate the organization's activities to its members and audiences in the chapter's area of influence
  • Craft and maintain public facing documentation, including the Cascade ACM SIGGRAPH website, promotional material, new media social networking content
  • Plan upcoming SIGGRAPH events


Production Involvement

I'm Not Crazy

  • Project:Video game using the Unreal Development Kit. An open-environment sandbox style adventure game with an emphasis on story and setting
  • Roles: Producer and lead artist, responsible for all asset completion by the given deadline. I was also responsible for communicating our progress with the team and ensuring that the artists had a good understanding of the tools used for the project. Additionally, I was responsible for communication with the technical side of the team from the art department.
  • Results: The project was finished on time, and with great results. More information can be found on our wiki.

Infinite Shooter

  • Art Direction: Required working closely with the artists, the tech side of the room, and the producers to maintain tech specs, timeline, budget and peace.
  • Design:Worked with the game's producer and lead programmers in the prototyping and design stages. I was included with decisions related to gameplay, balancing, narrative, UI, and marketing.
  • Result: Infinite Shooter has yet to be released.


Tools

The Unreal 3 Engine

  • Level Design, terrain editing and terrain material set-up, placing static meshes, procBuilding, scripting sequences through kismet, lighting and render settings, cimematics, pathnode and crowd systems
  • Character Set-up, applying animations through the animset viewer and the animtree, scripting player controls, scripting actor properties, shader set-up implementing diffuse, normal, specular maps
  • Scripting with U-Script, creating and editing classes for gameplay behavior, game set-up and actor properties
  • Audio, implementing and manipulating sound

Maya

  • Modeling, hard-surface and organic using polygons, NURBS and subD, paint fx, shave and a haircut
  • Shaders and UV space effects UV Mapping, texture detail, shader networks
  • Rigging, for characters and machines
  • Animation, character, hair/cloth, particle and physics
  • Lighting and Rendering, with mental ray
  • Scripting, UI customization, and workflow expeditions

Max

  • Modeling, polygonal modeling for hard-surface and organic assets
  • Shaders and UV space effects UV Mapping, texture detail, shader networks
  • Rigging, for characters and machines
  • Animation, Characters with custom rigs and Max's Biped system, partical effects, physical simulations with Reactor
  • Lighting and Rendering, Using v-ray and mental ray for animation and still images and creating normals, AO, displacement/height maps for games
  • Scripting, for UI customization, rigging, and workflow expedition

Zbrush

  • Concept and prototyping, using z-spheres, z-sketch, and zbrush's pixol paint, posing with Transpose
  • Character Modeling, for use in animations. Retopology through zBrush's built-in features.
  • Textures, polypaint, extracting normal, height, and ambient occlussion maps for using in games and film

The Adobe Creative Suite

  • Photoshop, image manipulation, texture creation, digital painting, storyboarding, concept design, interface and web design and print
  • Illustrator, project planning, UI design, print and web design, vectorizing bitmaps, PDF creation, svg manipulation, Flash design
  • Flash and Director, UI, Web and Game design
  • Premiere and After Effects, compositing, effects creation, rotoscoping, chroma key, video/sound editing, creating flash video
  • Acrobat, presentations, web compatible 3D viewports, documentation, online form creation
  • Dreamweaver


Education

  • Bachelor of Science Degree, IT-Multimdia, Digital Entertainment and Game Design
    ITT Technical Institute, Portland, OR; August 2010
  • Various courses covering character modeling, rigging and scripting through CG Society and the Gnomon Workshop

Access my resumé in PDF format

Character Design

Modeling

En, the dreaded. Chad, child soldier Mem, the grunt.
Character creation using ZBrush, Photoshop, 3DS Max, Maya. Rendered in Marmoset Toolbag and the Unreal 3 Engine. En, the dreaded
Modeled in Zbrush, rendered in the Marmoset Toolbag Realtime Engine
Chad, child soldier
Modeled in Zbrush, rendered in Zbrush
Mem, the grunt
Modeled in Zbrush, Rigged in Max, Rendered in Zbrush and The Unreal 3 Engine

Anatomy

Modeled in Zbrush
A study of the superficial muscles
skull and muscles The musculoskeletal arm depicted

Rigging

Concepts and Sketches

Sketch: Flowing form Concept: Early Cray. Cycho clown. Paige Paint. Fry Rangers Angry Hippy
Concept: Mem, the grunt Still life study Woman warrior Still life study My bro Chris That one guy
Opal child
Game Design
Little World (TITLE TBD) Sketching

I'm Not Crazy

  • Developed using the Unreal 3 Engine, 3D Studio Max, Zbrush, Adobe
  • View the Wiki and High Concept for detailed information about the game.
  • Download the .exe for PC playthough.

A walkthrough of some of the more significant points in the game

Infinite Shooter

Watch the trailer for the game Infinite Shooter Characters Infinite Shooter Levels
The characters can be thought of as the driving force behind the game's plot and motive. The art direction asked for a common cell-shaded cartoon quality. The images are tile templates that were used for the in-game graphics. They can be divided into squares and distributed "randomly" throughout the game to produce procedural environments.
General Modeling
A work in progress, the digital depiction of my dwelling

My old room

My most readily available reference towards a practical study of light and geometry.

Floating Mushroom

  • Created with a couple zSpheres and some time in Zbrush.

Grandpa's Escape

  • This short animation follows our central character as he sheds his walker and goes for a midnight ride.
  • created in Maya, using mental ray
  • storyboard (25megs)
  • Access video footage of Grandpa's animation rig

Fun with Refraction and Caustics

Fun with Refraction and Caustics using Mental Ray and procedural shaders Fun with Refraction and Caustics using Mental Ray and procedural shaders Fun with Refraction and Caustics using Mental Ray and procedural shaders Fun with Refraction and Caustics using Mental Ray and procedural shaders Fun with Refraction and Caustics using Mental Ray and procedural shaders
Fun with Refraction and Caustics using Mental Ray and procedural shaders Fun with Refraction and Caustics using Mental Ray and procedural shaders Fun with Refraction and Caustics using Mental Ray and procedural shaders Fun with Refraction and Caustics using Mental Ray and procedural shaders Fun with Refraction and Caustics using Mental Ray and procedural shaders Fun with Refraction and Caustics using Mental Ray and procedural shaders
Writing

Regarding the Industry

  • Living in a Virtual World and I am a Virtual Good, thoughts on the efficacy of virtual goods and possible application mixed with traditional game design

Video Game appropriate fiction

  • Tak Prologue
  • Brisdel Intro
  • Tak, story #1
  • Tak and Brisdel
  • Tak and Brisdel relation
  • Sand Sons of In'Tar Intro
  • Sand Sons of In'Tar
  • Sam Jackson

Novel oreinted

  • Intro
  • Early chapter
  • Location-centric

Events which actually occurred

  • The Maestro
  • The News
  • The Greatest Smoke Ring Ever Created
  • Kera
Art
  • Captured Art from First Thursday at Backspace in Portland
Info

When not dwelling in the land of computers, I find myself enjoying Portland and the Pacific Northwest area, skateboarding, snowboarding, musicing, arting, and socializing with only the finest of people.

  • designingpatrick@gmail.com
  • (503) 347-6325
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