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Game Designer: Len Medina

Lead Producer: Jaye Weston-Wong

Lead Level Design: Taylor Roseberry,

                                 Austin Merritt

Lead Programming: Jake Klinkert 

Lead Artist: Alex Kennedy

Stakeholders: Steve Stringer, Mark Nausha

Exec. Stakeholders: Jeff Cavitt, Joowon Kim

RESPONSIBLE FOR: 

  • Concept Art

  • Character Art

  • HiPoly Sculpts

  • Character Retopo

  • Texturing

  • Art Direction

  • Art Strike Team**

  • Teamwork

  • Documentation

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**Requires an XBox Controller for best play**

Development Info

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Position: Character Artist

Engine: Unreal Engine 4

Genre: 3D Arcade Racer

Dev Team: 46

Timeframe: 16 weeks (Feb. '19 - May '19)

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Go Go-Karts is a 3D Arcade Racer that is essentially a Mario Kart clone. It was created with a dev team of 46 people over a 16 week period. 

In-Game

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Concepting

Character Concepts

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These are the silhouette studies I did with the character sub-team to establish the general shape value and design of the characters seen in game. We time-boxed ourselves to 8 minutes per game world. When concepting, I kept in mind different body shapes, different personalities, different game stats, etc. In the nature of being a team game, the other world's characters were designs from the other two artists. My design that was chosen was for the Dessertland's character, #2, which eventually became LillyPop. 

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These two concepts were first passes I did of the Pirate and Dessertworld characters at the very beginning, during the Prototyping phase. The general ideas behind either character were carried forward during production and development of Percy and LillyPop, including their color schemes and game world affinity. 

What Went Well:

  • Teamwork with the character sub-team was fantastic. We planned our work efficiently, and as a result, we were able to complete things in a timely manner. 

  • Learning the engine workflow for rapid asset implementation

  • Learning methods for constructing characters in a short amount of time and maintaining quality

  • Working on the Art Strike Team**

  • Communication with the Character team, as well as Game Designer and other leads

What Went WRONG:

  • Overall project management

  • Frequent lack of communication from the leads team

  • Inconsistent styles held all artists back until a style guide was put out to fill gaps in the Art style guide

  • Limited art direction until early Alpha milestone

  • Inconsistent decisions

What I learned:

  • I am good at leadership and associated positions

  • I am able to communicate to my peers well and often

  • I am able to step up and fill in gaps with documentation, such as writing up the Texture style guide as part of the Art Strike team
     

  • Communication with a larger team & what goes into it

  • Cross-discipline communication

  • Character creation pipeline (HiPoly to In-Game)

  • How to prioritize tasks + better SCRUM/sprint planning

Post-Mortem

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