Main DDV Keyart
- September 2021 - cont.
Since late September 2021 I've been honoured to work at Gameloft once again, this time on the Creative Agency Team as a capture artist for their cross-platform game Disney Dreamlight Valley: a blend of life-sim, farming game, and beloved Disney storytelling!
As a capture artist, my main job is to work in the engine (in this case, Unity) to set up and edit a scene, and record footage and screenshots of these scenes for various uses. Most notably, captures done between my coworkers and I are featured on the storefront of the game on each of the available platforms. I have also taken video footage that was used in short clips posted to social media, premiered at D23, featured in Nintendo Direct, and shown on television. As of late 2022, my main responsibility became producing in-engine captures for the trailers and for the keyarts that would be featured as promotional images and as the in-game loading screens.
The process of setting up a scene can vary from one shot to another, but for the most part the placement of props and characters is done by manually adding them through the project/assets folder and manipulating them in the scene window in Unity. Sometimes a premade setup is provided, usually to accomplish a specific purpose such as showcasing certain items, and this is usually loaded through Playfab in the debug menu. All camera effects, such as depth of field and post processing, that can be done in the Unity engine is used as much as possible to reduce the amount of paintover needed.
DDV has launched in early access in early September 2022, and launched officially in November 2023.
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(All images and video are publicly available on the internet via presskit, blogs, or social media. Only shots that I have personally captured screenshots and footage for are featured here - with the exception of the main keyart and logo for displaying purposes. Raw images and footage from me will not be available at any time.)
The first part of the trailer, up to and including the keyart, was taken by me in Unity. The keyart compositing, video editing, and title cards were done by other members of the CAT team. The last two clips, with the green meteor and laughing Stitch, were done by another member of the team as well.
This was the first trailer I captured when I was still gaining my footing on the team; some of my more experimental shots that panned out were featured here, such as the blurred spin transition that I later used in several other trailers. I'm glad I had such a daunting first project!
A short but action-packed mini trailer. The greatest challenge was condensing as much information into as few seconds as possible! All shots were designed and captured by me and sent to the Nintendo Direct team, who compiled and edited the footage on their end.
For the very first expansion DLC of the game, we made a trailer with VO! My team was originally not meant to handle this trailer, but outsourcing it fell through and we were made to come up with the majority of the shot list ourselves. Nevertheless, with shots provided by myself and my team lead, as well as some quick thinking on the editors' parts, I feel like our team pulled together a very nice trailer despite the short notice we were given!
A very exciting update that featured some iconic Disney Parks inspired items! All shots were a collaboration between myself and my fellow capture artist; several shots were drafted by my coworker, which were then sent to me as prefabs for me to polish and finalize. The parks items showcase, as well as all shots after the Lion King content, were produced by me.
This update introduced a new feature that allowed players to gain ingame currency. Most shots were taken by me, with the exception of the still images which were captured by a coworker of mine. My favourite shot is the treasure chest and trophy scene, for which I animated the movement and pop-up appearance of the blue coins.
Though I wasn't on the team that produced the stream, I contributed a handful of gameplay shots, as well as the skating rink and plant shelf showcase shots!
A collaboration trailer, which involved some live-action elements combined with my gameplay-inspired shots!
Main DR keyart - done by my coworker Gaby!
- March 2024
I was assigned to work with a secondary team to produce some trailer shots and screencaps for the work-in-progress racing game, Divine Rush.
Unfortunately, this project did not pan out and was ultimately dropped, but during my time working on it I was tasked with communicating with the Phantom devs to help pinpoint what sorts of tools may be practical or necessary for the engine to have in terms of video and image capturing. In addition, I compiled all known information about using the engine and wrote a concise guide on how to use the Phantom engine for capture.
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(All images and video are publicly available on the internet via presskit, blogs, or social media. Only shots that I have personally captured screenshots and footage for are featured here - with the exception of the main keyart and logo for displaying purposes. Raw images and footage from me will not be available at any time.)
Divine Rush | Launch Trailer
Using the Phantom engine, and thanks to the several new in-engine tools developed, I captured the footage for the new trailer. Though some shots were cinematic (mainly environment shots) most of it was shot from a back/low angle to both imitate the ingame view, and also showcase the surroundings from the player's point of view!
- July-Dec. 2019
From mid-summer all the way through my fall semester at Concordia, I participated in an internship at Gameloft Montreal for Technical Game Design. During my time there I worked with the team of Foodies Table, a game inspired by the online trend of photographing plates of food for social media.
As a Technical Game Designer, I mainly helped produce gameplay levels (called challenges) by designing the backgrounds using 3D assets created by the artist team, and integrating pre-coded interactive elements into the challenge that would allow players to add objects and food to the scene. During this process I would choose the parameters for the interactive elements, determining what kinds of props the players would be allowed to use for each interactive node. I was also personally tasked with creating some finished challenge designs for use as examples within the game tutorial.
Along with designing challenges, the Technical Game Design team also assisted with testing gameplay and corrected any bugs or errors present in each scene before passing them on to the approval stage. Toward the end of development we were also tasked with creating groups of assets and node templates, with the intention of preparing interchangeable configurations that would be used in the future of the game for the sake of expediting the challenge creation process.
Unfortunately, the game did not meet internal expectations and was production was officially stopped in December 2019. Despite the cancellation of the game, I was overjoyed to have participated in its development and greatly enjoyed working with the team at Gameloft as my first foray into the industry.
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(Images above include the Foodies Facebook banner, a screencap of the App Store page, the loading screen, an example of what a challenge would look like ingame, and four of the challenge design examples I produced.)
- Jan.-May 2018
Museum Mayhem is a VR scene that depicts a room full of fragile sculptures, artifacts, and a single, tempting broom handle. The player is invited into this scene and encouraged to pick up the broom and just start swinging, sending fragments scattering across the floor and into the air.
Over the course of the spring semester, a class of 26 students and our teacher, Jonathan Lessard, worked through the process of developing a game in the Unity engine. Thanks to the 3D scans from the British Museum, the direction of our teacher, and our combined efforts, we were able to work through the development process at each stage.
Students were separated into groups, and each group participated in one stage of the dev process. My group worked on the modelling and texturing of the pedestals, tables, and shelves. We were introduced to the Blender > Unity workflow, as well as the Github/Sourcetree/etc method of sharing and working on a single project with a large group.
During the end of year showcase, myself and another student were charged with supervising the VR station and explaining/demonstrating the game to visitors.
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(Images from Jonathan Lessard's website)
- Sept.-Dec. 2019
Moribund is an interactive VR prototype developed in a small class group, which covers a metaphorical progression through the stages of grief. The viewer steps into the role of the protagonist, Lisa, and accompanies her along her journey aboard a surreal and liminal train ride. Each train cart represents a different stage of grief, with the decor of the interior changing to reflect the stage that Lisa is in. The art style of each stage also changes, from childlike crayon scribbles, to more mature-looking brushstrokes. Each stage has its own 'goal' for the viewer to reach and be able to progress through the train.
For the purposes of in-class demonstration only the pink cart (Denial) was developed, but all four of them were populated and textured. Denial requires the viewer to stop and listen to the ravings of a madwoman, who's model and voice are meant to be mirrors of the protagonist. By listening to this alternate Lisa, you no longer deny her the audience, and she allows you passage through to the next cart.
- Game concept, plot, and planned mechanics and planned puzzles were developed by collaboration between Kathleen Kirkwood, Gerald Alvarez, and myself.
- Train model, Code and VR pack integration by Gerald Alvarez
- NPC and Lisa models and textures by Kathleen Kirkwood
- Train cart, bench, and butterfly textures by myself
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Kathleen Kirkwood: Kathleen.rt.kirkwood@gmail.com
Gerald Alvarez: [pending]