Victoria Law
3D Art Generalist
Incursus
Project: Incursus is an alpha stage project that I helped create in ten weeks with 5 of my classmates. We wanted to make a tribute to the arcade classic Space Invaders, but with a twist: you get to play as the aliens invading earth in a 3D FPS game play setting. The backstory is that the aliens feel threatened by the wasteful and dangerous tendencies of mankind, so they're seeking to "cleanse" the planet and give it a fresh start.
My Role: With a group size of six students, my role was to manage and create the game design documents and make sure we met our development and design goals. I also did some of the texturing, material work/physical based rendering work, some technical art, and minor scripting for things like pickups and menu interface functionality. Kevin Achen and I led most of our design decisions and determined what we and our team were able to push art and tech wise in the amount of time we had for this project.
Platforms: MS Windows
Technology Notes: Unreal Engine 4.10.4, Maya 2015 & 2016, Adobe Photoshop CC, Headus UVLayout Pro, Quixel Suite, and Audacity.

Screenshot of Planet Defense System starting up

In-editor Set-up of Planet Defense System Blueprint

Created the blinking shader for our BP actor

Helps warn player of dangerous proximity to Planet Defense System

Created the blinking shader for our BP actor, applied to render target screen

Illustration of enemy shield mechanic from creation to destruction

Created the material and texture to ensure proper panning of material

Hospital Shield Base iteration 2

Hospital Shield Base iteration 3

Created the material and texture to ensure proper panning of material, tried to refrain from obscuring player vision

Planet with Bomb Pickup screenshot during gameplay

Took team mate's planet texture and made fresnel shader for atmosphere-like effect
Art: Aside from working with our lead programmer to make sure that everyone got their assets into the game and met functionality needs, I was able to work on art and models for the pickups as well as technical art for shields and some planet defense materials. A lot of the flashing materials were very similar and some could be made from material instances, they just needed minute changes, so this made it easy for new iterations, performance, and re-usability.

Promotional Material Mockup for Incursus

Model, UVs, Maps, and Blueprint Scripting functionality. Designed the template for our game's model sheets.

I was Scrum Master for our Sprints and Managed our Backlog. This was my first time working with agile methodology. For the most part, we did a good job getting our assignments done for the level of scope of this project, and I'm proud of my teammates for staying on-task.
Design: With a need to put a lot of our design choices into form to be used by our team mates and possible players of our game, I led the design for a lot of our documentation, as well as gave members of the team templates to work from when filling out the assets they were responsible for completing.

Took assets made by self and team mates to design the menu and connect functionality

Worked with lead programmer extensively to make sure menu systems were functional technically and visually, especially with controller

Took assets made by self and team mates to design the menu and connect functionality

Worked with lead programmer extensively to make sure menu systems were functional technically and visually, especially with controller

Took assets made by self and team mates to design the menu and connect functionality

Worked with lead programmer extensively to make sure menu systems were functional technically and visually, especially with controller

Took assets made by self and team mates to design the menu and connect functionality

Worked with lead programmer extensively to make sure menu systems were functional technically and visually, especially with controller

Took assets made by self and team mates to design the menu and connect functionality

Worked with lead programmer extensively to make sure menu systems were functional technically and visually, especially with controller

Took assets made by self and team mates to design the menu and connect functionality

Worked with lead programmer extensively to make sure menu systems were functional technically and visually, especially with controller

Rotating Movement added to actor and object facing Z-up to ensure readability for player

General Scipt for all pickups, allows player's projectiles to collect pickup when it overlaps with the collision sphere of the pickup actor, perform its function, create a pickup sound and particle, and destroy the actor from the surface of the planet in the level
Scripting: This project started without anyone focusing their skills as a programmer, and so there was a lot to learn so that we could share the load a bit. I looked into Blueprint menu scripting for unreal and managed to help our artist-turned-lead-programmer in getting a working menu system for our game. I also helped make the base actor for our pickup system, which our lead programmer later specialized for the different pickups we would need (Shield, Health, Bomb).
For more game info, click here to check out the lead programmer's page here