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.
Thursday, September 17, 2026
Week 03 - Use of Basic Shapes
This week, we were tasked with making blockouts for our characters using simple shapes. I started with cubes, added edge loops, adjusted to the basic shape of the silhouette, and then focused on the width and details of the character. The eyes were created using a difference boolean from cylinders, and the base of the hair was made with spheres. Finally, everything was put in a smooth mesh preview to better display everything. I'm a 2D artist, so it was a unique task for me, but I'm satisfied with how it turned out. A special thank you to Luo Wang, Channen Macom, and Kevin Wang for feedback and suggestions on 3D tools I could use to improve my work.
Tuesday, September 15, 2026
UE5- Basic Lighting & Materials
For this assignment, we were tasked with lighting a scene in Unreal and making/applying material instances to props around the scene. I played with fog, post-processing, and directional lights the most to achieve a gloomy atmosphere. For the material instances, I imported assets from the modular fantasy pack and created a material instance from the cannon, making it red and applying it to every migrated asset placed around the insides of the houses in the scene.
Crate Sculpt/Polygroups
Thursday, September 10, 2026
Week 02 - Use of Silhouettes
Slide 5: Tinkerbell Silhouettes
For this step in our group project, I worked on eight conceptual silhouettes for our version of Tinkerbell. I had started with something more human-like, but after feedback from the team revised it with a more animal-focused view. Because of her connection to nature, I focused on bugs(particularly moths), flowers, and mushrooms. From left to right, I created a progression of more bug-like to more plant-like designs. One big goal with mine was to create a shape that looks like something else, but could reasonably hold a head and wings. Adding antennae and details was a favorite part of mine, along with referencing Hollow Knight NPCs to follow a similar theme.
Assets in Perforce:
Wednesday, September 9, 2026
UE5/Perforce Basics- Fantasy Town
For this assignment, we were tasked with migrating asset packs in Unreal and laying them out. I focused mostly on the provided Fantasy House pack, working to create a Medieval Village. I used walls to extend just beyond the player's view, as a game would. For the required other asset pack, I brought in a rock pack and scattered them around the scene.
Monday, September 7, 2026
Crate Blockout
For my blockout, I decided to create a cross-section style with bolts. I'm aiming to turn this into something medieval, and chose to use larger planks on the inside to later deform and sculpt into.
Beauty Shot
Thursday, September 3, 2026
Week 01 - Use Of Reference
For our group project, I worked with Kevin Wang to create a game summary, elevator pitch, and choose a captivating image for our board. To start, we both wrote a game summary and elevator pitch, then worked to combine them. After meetings with our whole team to review and get feedback, we continued to iterate a few times before getting to our final result. Kevin worked more on the summary, while I worked more on the elevator pitch. After discussing ideas for the image, I found our movie still from Disney's Peter Pan to use for our board.
I also ended up creating the template for our boards, choosing fonts, colors, and borders to try to fit the theme of our game. I had assistance from Channen Macom to lay out the pieces aesthetically before sending it out to the team to use on their own boards.
Assets in Perforce:
Wednesday, September 2, 2026
Tuesday, September 1, 2026
Meet Mat
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...








