I am having difficulty uploading my video directly into the blog, but I do have it uploaded here. I will keep it updated as often as possible. Please contact me with critiques, advice, or questions. I have attached a breakdown sheet to this post, for any who are interested.
You are encouraged to visit Classy Raptor Studio to check out our student project (Windows only).
Thanks so much!
Liz Rudis
Demo Reel
Resume
Welcome to my website! I am primarily a 3d environment artist, but I can do anything I put my mind to. Aside from playing video games, I also love reading, watching movies, and spending time outdoors. I am passionate about traditional art, and I particularly enjoy sketching, painting with acrylics, and modeling in sculpey.
I'm currently working as an intern at Full Sail University for the Game Project staff. I'm learning a lot about the process, and I'm using my own experience to help current students prepare for the months ahead.
June 18, 2010
It's Demo Reel month, and I made the decision to destroy any free time I had this month and create a new asset in the two weeks before our first rendered reel was due. So, besides taking what I had and molding it into a working demo reel, I've been researching, modeling, texturing, and setting up a the scene in UDK (Unreal Developer's Kit). Now, i must clarify that while I say "new asset," it's really an extension of one of my assets from class. I took my saloon and gave it an inside. I tried to make it as modular as possible, because I haven't had much time to make
May 12, 2010
I was debating for a long time about what my next project should be. I had searched far and wide for an image that inspired me, yet wasn't too overdone.
May 02, 2010
We only have two weeks now until our game goes Gold. We aren't adding anything anymore, just making whats there nicer. I'm a little disappointed that the game isn't everything we wanted when we planned it out, but it is fun, and that's what's really important. Being the art lead has been a difficult and occasionally overwhelming task, and not something I want to repeat until I have significantly more experience. I'm graduating in two months, but I have so much more to learn. I hope I get a job where I can learn as much as I have in my time at Full Sail.
April 29, 2010 (WIP)
This month has been so busy! My final project team had our Beta presentation yesterday. We also have an extra class tacked on this month for a demo reel piece. Between the two projects, I've been swamped!
This picture is my progress on my demo reel piece. It's due for class on Saturday morning, but I haven't had as much time to spend on it as I'd like. I'll have to go back and work on it after this month is over.
March 23, 2010
So another milestone has come and gone, and I think our game looks amazing! If you would like to see some screenshots, you can find the group Sanguine on Facebook. The combat system is really coming along nicely, and we can have so many enemies on the screen without losing framerate!
March 17, 2010
So the plane we got from San Francisco left at midnight Sunday, and landed in Orlando at 9:30 EST Monday, with a layover in Atlanta. On the 4 hour flight from SF to Atl, Kirby's fever broke and he was a furnace. He couldn't breathe and he blacked out. It was pretty scary sitting next to someone who suddenly wasn't there any more. I called the attendants over, and they were extremely helpful. They got him cooled down, drinking water, and an breathing from an oxygen tank. They also called for a doctor on the plane, which I'd only ever heard in movies before
March 8, 2010
Monday has come, and we had our next milestone today. I think we had everything we were asked to. There's many things we have tweak, but thats what the next couple months are for. We're having tons of issues with the boss translating from Maya to the engine. First it was too small, then it was stretched in the Y-axis, then it was too big. At first we tried to fix the problem, not the solution, but it did not work. So we are moving on to re-rigging the whole thing. Fortunately, we won't lose our animations, since we can just constrain the current joi
March 5, 2010
It's Friday. We have our next milestone for our Final Project on Monday. They asked us to add a lot of content. It's going to take some effort, but I think we can make it. I'm really excited about next week; we're flying out to San Francisco for the Game Developer's Conference. I'm a litte disappointed, I heard yesterday there will be a big God of War III party that ends a mere 2 hours before our plane lands.