Justice Murray - VFX Artist and Programmer
1. What I Learned
The biggest thing I learned was the importance of leaders during a project to keep us on track to make the best thing we can create. There were a lot of instances of people working on things we were never going to use or weren't feasible in the game and it was the group leaders that stood up and said no. This saved some of the little time we had to polish and get needed things into the game. I learned that with a large team so much can get done even in a short time. Week by week I saw the game taking form and making huge leaps in progress.
2. I think this was also the most surprising part of the project. To see all of these great artists come together and show so much potential. One of the difficult things for me was our initial vision was scattered so getting the context for my VFX was difficult. Knowing the aesthetics is so important to the creation process of the VFX. The Narrative team was very helpful in stepping in and giving me what I needed to know for the context of my VFX.
3. My biggest achievement for this game was communication and implementation of design. Working with the other groups communicating and deploying a vision into this game. Even more than the VFX I talked with level design and added some of my own ideas to make the experience feel more interactive and complex. Working with programming and adding in functionality to VFX was a big processes and we had to change a lot but it was good I learned a ton.
The parts of the project I worked on were VFX creation and implementation. I also worked on the Player movement and some Level Design.
- Beam Effect
- Barrel Explosion
- Emp Umbrella Effect
- Muzzle Flash and Tracers Effects
- Creating the Textures and Materials for all of these Niagara Effects
- Character Movement
- Level Design Modification for Level 2
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