This week, we were tasked with designing a concept for some props for our game. I chose to work on a toybox that will be in Wendy's room. I started by using one of my original box renders from 3D art as a base for my perspective, then found a reference for a Victorian-era chest and worked from there. I worked on the front perspective first, and added smaller details like scratches to the wood and a little bit of rust on the metal. For the toys, I referenced what types of toys were available in the Victorian era and added more color to them to make them pop, along with a slight texture to everything. I struggled a lot with the back view of the lid, as it was hard to find a reference that would give me what I wanted. Once I was finished, I added a motif of the chest design from Hollow Knight to the keyhole and back of the chest, along with a small W for Wendy.
Finn Albritton's FIEA Art Blog
Friday, October 9, 2026
Friday, October 2, 2026
Week 05 - Use of Basic Lighting
This week, we were tasked with adding lighting and color to designs chosen from last week's critique round. I worked with Manas Venkatesh's value and contrast design of Luo Wang's original silhouette. I have a lot of experience with 2D art, but have not played much with 3-point lighting, so this was a new experience for me. I tried both softer shadows and cell shading, but felt the cell shading fit more for our intended style. I originally wanted to do the character with rim lighting but decided against it, so I used it for the close-ups of props instead. Thank you to Luo Wang, Kevin Wang, Kelsey Powell, Jazz Ashley, and Sena Dorokhina for feedback and advice, and Channen Macom for the updated template!
Slide 4: Wendy Basic Lighting(Cell Shaded)
Slide 4: Wendy Basic Lighting(Airbrush)
Assets in Perforce:
Wednesday, September 30, 2026
Maya - Basic Rigging
Tuesday, September 29, 2026
Friday, September 25, 2026
Week 04 - Use of Value and Contrast
Wednesday, September 23, 2026
UE5 - Intro to Blueprints
For this assignment, I took my Fantasy town map and added two blueprints. The first uses a dynamic material blueprint actor that, when pressing the G key, will make a boulder in the scene pulse red. The second uses a Niagara system of kill particle VFX to make the boulder look like it's emitting when the player steps into a box collision.
Tuesday, September 22, 2026
Crate Game Res Mesh
Game Res UVs
I used a modified low res mesh and created UVs for it(of the many planks). If I were redoing this, I would modify my proxy crate for simpler UVs. However, I'm happy with the bake and think it translated well.
Week 06 - Use of Composition
This week, we were tasked with designing a concept for some props for our game. I chose to work on a toybox that will be in Wendy's...
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Slide 4: Wendy And Peter Lineart This week, we were tasked with taking chosen designs from our blockout/basic shapes stage and creati...
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Textured Crates Textured Crates from Multiple Sides Textured Crates with Open Lid Wireframe view in UE5 For my final texturing, I focused ...
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For this assignment, I took my Fantasy town map and added two blueprints. The first uses a dynamic material blueprint actor that, when p...



