Japanese Media: Pop Media Research

Manga I chose to research for inspiration  in my pop media project were One Punch Man(Murata Yuusuke) and Dragon Ball(Akira Toriyama).  Murata Yuusuke is the Manga artist who illustrated One Punch Man, Murata Yuusuke’s use of the Tokyo metropolitan area simply creates more immersion in the setting, a lot of cross hatching to show detail in shadows and shading in many ways. Akira Toriyama illustrated Dragon Ball, Akira Toriyama’s style seems to focus on anatomy of characters in many ways, Akira Toriyama and Murata Yuusuke both show use of cross hatching to show many things such as shadows or shading.  However Akira Toriyama’s cross hatching uses more straight lines than Murata Yuusuke. Shibuya is a shopping district in the tokyo metropolitan area, it is a popular location for tourists.  The shopping and tourist parts of Shibuya is what also peaked my interest in Shibuya, I will be using the streets of Shibuya as the background my piece.


Lastly I researched Pop Team Epic by Ookawa Bkub. Ookawa Bkub makes Yonkoma manga as seen in Pop Team Epic, Yonkoma is comic strip manga that usually consists of four panels.  Ookawa Bkub shows the grounding of characters by using a table or an object that is usually on the ground in panels, this is something I chose to do in my piece using a sidewalk on the streets of Shibuya to ground my character in each panel.



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Animals Interactive: River Otters Pre-Production

For our pre-production assets Liam hand drew otters then handed them over to me to scan them, and digitally color them in.

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Advanced Modeling, Texturing, & Lighting: Still Life

This is my Still Life project that I made for my Advanced Modeling, Texturing, and Lighting class. I modeled objects from games and movies of my interest using Maya. The objects modeled include an Energy Sword from Halo, a LightSaber from Star Wars, a Companion Cube from Portal, and a Cardboard Box from Metal Gear Solid 2 Sons of Liberty.  I then textured my models using Substance Painter and Substance Designer, rendered my scene in Arnold for Maya as a layered EXR file with AOVs, and edited the final render in Photoshop.


The images below were rendered using IRAY for Substance Painter.

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Still Life: Texturing Progress

Here is my texturing Progress for my Still Life project in Advanced Modeling, Texturing, and Lighting.  Rendered in Iray for Substance Painter.

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Interactive media: VR Game Assets

I Modeled and textured assets for the “Sweet F****** Swords” VR game in Interactive Media.   My workflow consisted of modeling and uv mapping my assets in maya then exporting them into substance painter where I layered materials to produce textures for my final assets, some materials were altered using Substance Designer.  I also compiled my assets into unity packages and prefabs to make it easier for the cit students once they have my assets.




Energy Sword rendered in IRAY for Substance Painter.

Screen Shot in Substance Painter.pngA screenshot of my Dojo in Substance Painter.

FloorMat render in Iray for Substance Painter3.jpg

A FloorMat for my Dojo rendered in IRAY for Substance Painter.


Screenshot of my Dojo and EnergySword in Unitty.PNG

A screenshot of my Dojo, Floor Mat and EnergySword in Unity.

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Still Life Modeling Progress

Modeling progress for my Still Life project.



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Interactive Media: Juice


Doom(2016) is easily one of the most juicy fps games that i have played in recent years.  Its overly satisfying gameplay and visuals make the game abundantly juicy.  weather you’re running through the story mode or going on a rampage in arcade mode Doom will continue to deliver on its replay-ability through its juiciness alone.  Dooms fast paced movement system which is very similar to quake and unreal tournament allows the player to glide through levels with ease, smooth fast paced movement is one of the most juicy things an arena fps can have and is essential to shoot your way through hoards of enemies consistently.  while you’re gliding through combat enemies you shoot will be dismembered and explode into clouds of blood, this kind of juiciness is extremely satisfying for players.  on top of all that you can also glory kill enemies which are melee animations that rip these demons apart using doom guys bare hands, gory but juicy.  Doom has a juicy and rewarding life steal health system, killing enemies grants a player a chance for health in the form of tacos, if you preform a glory kill on an enemy you will receive more health.  using ambient backing tracks let the player feel the juicy dark tones that doom achieves with its soundtrack and gameplay.  ripping the heart directly out of an enemy to trigger not only multiple hoards of enemies but also backing tracks that achieve much darker tones using low tuned 8 string guitars fit dooms gameplay flawlessly.  I feel that adding a challenge mode to doom would increase the juiciness of Doom through replay value with unlock-able items, cosmetics, and characters, very much like how TimeSplitters 2
(2001) has both an arcade mode and challenge mode with a massive amount of un-lockables.


Geometry Wars 3: Dimensions(2014)

Geometry Wars 3: Dimensions(2014) is one of the most juicy games i know of.  Its juiciness has juiciness for its juice.  Geometry Wars 3 is a twin stick shooter that can be played on a tablet, your enemies in this game are geometric shapes, you must collect green tacos after killing an enemy to increase your score multiplayer in order to achieve a higher score. The first juicy things you’ll notice while playing Geometry wars 3 are the juicy visuals and gameplay.  The player and some enemies have a satisfying contrail while moving.  when you kill an enemy a particle explosion occurs and score multiplying tacos or more enemies are released much like a pinata, because of the large amount of clustered enemies that spawn over time this becomes quite satisfying when it comes to juiciness.  Even when you start a level or die or when enemies spawn a visual effect occurs, watching the level or enemies enemy fade in and assemble rather than just appearing is satisfying for a player to watch.  A different backing track for each level or game mode which also keeps the up beat and fast paced juiciness that the gameplay has increases replay value.  To take the juiciness of geometry wars 3 even further i would implement custom cosmetics similar to Resogun(2013) and more un-lockables to increase the replay value through juiciness.

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