EERENBEEMD
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P.A.I.N.T. is a third-person shooter where you play as punk rebels with your friends to defeat an evil grey cooperation.
https://store.steampowered.com/app/1175890/PAINT/ 
Overview: 

P.A.I.N.T. is a 32 week project created in third year. In third year we get to focus on one project for the entire year, which poses for a lot of growth on the professional area because we went through a way bigger process than done so far, with research, pre-production, production and post-release which I hadn't been through until that point. I have always worked in a production phase with sometimes a concept and/or research-phase so this was an entirely different experience. 

Picture
My Contributions: 

Organisation and people management 
In week 9 off the project I became part of management in the role of feature team lead meaning I planned for my team, managed JIRA and prepared sprint reviews. Next to leading my feature team I was involved with high-level planning, helping with pipeline-documentation, defining scope by the teams weaknesses and strengths, creating feature teams and preparing Q&A's, 
In week 17 I became art lead meaning I took a bigger role in all these events and taking on people management. In the first weeks I  locked down the style to provide clarity within the team so that proper asset creation could start and I changed the team structure to involve an artist and designer too have a visionholder position. 

Asset creation
​I was responsible for the HUB area during this project, meaning I was responsible for creating the main assets incl. textures and implementation. Some setdressing assets were downloaded and re-textured by me (boxes, racks, crates, cardboard on floor) and some assets were taken from the other levels (bust, guns). I did the setdressing with a final pass being done by Anette Vavrova (anettevavrova.artstation.com). 
This area was used for gathering players before a session, changing character and practicing. 
(Assest not done by me: cables, painting, skateboard, P.A.I.N.T. & smaller Graffiti) 

Skeletons and Engine
I created skeletons for the characters, skinned them and implemented them in Engine. From this project I learned to iterate on my skinning more because it often happened that I created a skeleton and later the character would be adjusted so I became a lot faster at the creation and the skinning process. 
I worked in the Engine a lot, replacing animation blueprints and meshes in the player character. Constraining guns, doing final adjustments to animations etc. 
With this task I also did posing and skinning adjustments for promotional art. 
(Rendering done by Anette Vávrová)
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let's get in contact!


Email

[email protected]
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