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8/9/2019 GamesAD Journal - Jess Magnus
1/17
8/9/2019 GamesAD Journal - Jess Magnus
2/17
this issues contributors
3
3
IN THIS ISSUE68
10121416
30
31
THE Life of a 3D ARtst: An insight with chris riddell
dare to be digital 2014 NUA finalists
An Evening with Sophia George
Inside Lunvark Studios
Talk with Honorary Lectuerer Gina Jackson
Inroducing Split Path studios
NUA Games Graduate student catalogue
Jess Magnus - Editor
www.jessmagnus.co.ukStina Sheehy - Designer
www.stinasheehy.co.uk
Robin Silcock - Writerwww.robinsilcock.com
Shaun Slade - Artistwww.shaunslade.com
EDITORS NOTE
ww.gamesartdesign.co.uk
ue 1 > 30 june 2014 2
Something that I have learned during mytime at NUA is that even though it may stress
you to your core, being involved in as many
opportunities as possible is the best way to progress. Because of this I was extreme-ly enthusiastic about being involved with the Journal from the outset. As it has
progressed, my role within the Journal has developed enormously, and as time has passed I have taken
on more and more within the project. My g reatest pleasure is to be able to have a nal working productand it has been great learning curve for myself and those that have been involved as contributors both
for content, design and creation.
Being involved with the journal has been a great experience, and even though my role as editor will
be short-lived, because the Journal will be passed on to future third years, it has been a fantastic expe-rience with a great team of contributors. I look forward to seeing the journal grow and progress, as I
know its aims and passions will bring great content, thoughts and ideas.
MANIFESTO
The Journal grew from a desire to communicate the high standard and innovative work being produced by
he students on the course. The content has been developed and compiled by a group of students led by
ess Magnus taking on the role of Chair, and consists of a group of students: Stina Sheehy as the Websitend Journals main designer and Graphics Artist, Robin Silcock as an Editor and contributor and also lec-
urers from the NUA BA Games Art and Design course. The team also includes the Course Leader Ma-e-Claire Isaaman, and lecturers Kim Pa ce and Sharon Tolaini-Sage as mentors and editors.
The Journal was developed as a space for students to be able to
ommunicate ideas about their views of the games industry and their visual and contextual work. Theournal is not simply a means of displaying work, but is intended as a genuine attempt to communicate
original ideas in both textual and visual forms. As games artists and designers aspiring to be part of thendustry we are using the Journal to communicate what we do within the course itself and also provide a
wider understanding of the Games Industry for non-specialists and specialists alike. Through this we ho pe
o provide insights into games development for a wide audience from an academic and creative perspec-ive.
The Journal as it stands is an experimental project - an innovation for the University - an adventure in aew and increasingly inuential area of culture. The games industry is a burgeoning area and we hope to
be able to make our mark in this constantly evolvolving environment.
Jess Magnus chair -www.jessmagnus.co.uk
Norwich Gaming Festival
http://../Applications/Adobe%20InDesign%20CS6/Adobe%20InDesign%20CS6.app/Contents/MacOS/gamesad_issue0edit.pdfhttp://www.stinasheehy.co.uk/http://www.robinsilcock.com/http://www.shaunslade.com/http://../Applications/Adobe%20InDesign%20CS6/Adobe%20InDesign%20CS6.app/Contents/MacOS/gamesad_issue0.pdfhttp://www.jessmagnus.co.uk/http://www.jessmagnus.co.uk/http://../Applications/Adobe%20InDesign%20CS6/Adobe%20InDesign%20CS6.app/Contents/MacOS/gamesad_issue0.pdfhttp://www.shaunslade.com/http://www.robinsilcock.com/http://www.stinasheehy.co.uk/http://../Applications/Adobe%20InDesign%20CS6/Adobe%20InDesign%20CS6.app/Contents/MacOS/gamesad_issue0edit.pdf
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issue 1 > 30th june 2014 54
NOTE FROM MARIE-CLAIRE ISAAMANAMES ART AND DESIGN COURSE LEADER
Marie-Claire Personal Statement and Note.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus vestibulum nec sem at varius. Quisquetincidunt porta dui mollis condimentum. Donec et vestibulum turpis. Duis sit amet ante sit amet enim
elementum egestas. Phasellus id tellus pulvinar, facilisis ipsum eu, porta lacus. Vivamus in dolor eu felisvolutpat venenatis eget sit amet nunc. Morbi tristique, enim ac malesuada dignissim, odio lorem facilisis
nibh, eu ornare erat augue condimentum dolor. Praesent vitae lacinia arcu. Etiam risus eros, elementum
in vestibulum non, imperdiet pharetra mi. Nullam tempor cursus diam, in dapibus elit semper quis. Crasvestibulum magna urna, vel interdum sapien pulvinar vel. Proin et ullamcorper mi. Vivamus dignissim
lorem non tempus gravida.
sellus suscipit turpis ac lacus vestibulum, ut congue velit vulputate. Curabitur lobortis id ante eget dapi-bus. Aliquam erat volutpat. Donec eget mollis enim. Sed eget tristique nulla, nec feugiat justo. Morbi
aliquet vel est et elementum. Morbi mollis consectetur laoreet. Pr oin eget quam pharetra, condimentumquam sit amet, venenatis ligula. Curabitur et dui ullamcorper, porttitor dolor et, condimentum tellus.
Duis lacinia pellentesque nulla. Amongst recent graduates, the course boasts three BAFTA-winning games desginers, theV&A’s rst Games Designer in Residence, and three teams of Dare to be Digital nalists
and employees of Apple, Sony and EA.
Lecturers will help you to master fundamental art and design techniques and digital appli-
cations using industry-standard game engines and to create assets using 2D and 3D game
development software. You will develop a critical appreciation of mainstream and indiegames, the ‘casual’ sector and cutting edge advancements.
We support you to develop art, design and technology skills in preparation for employment
in a fast changing and growing sector. The course has been awarded Creative Skillset ac-
creditation, was recognised with a nomination for ‘Best Education Institution’ in the TIGAGames Industry awards and has an academic team with strong industry experience. Sony
Computer Entertainment provide internships to selected students in the nal year.
Course Code: WL21
Contact: [email protected] Info Online: www.nua.ac.uk/bagamesdesign
Games art and Design At NUA
Image of
www.gamesartdesign.co.uk
Note from KiM Pace, Artist and Lecturer.
Journals, zines, pamphlets, comics and maga zines are widely recognised aseective tools to distribute new ideas, controversial or ground-breakingopin-
ions and to reect and disseminate the views of a particular group of peopleabout a time, place or area of activity.
It is established that avant garde art, design and music have all made use of
these forms of publication to communicate the new and sometimes extraordinary developments in theseareas. It is with this spirit and within this context that ‘GamesAD’ has come about and is being launched.
From an initial idea posited by Marie Claire Isaaman, ‘GamesAD’ started and began to take shape inspring 2013, amongst a series of talks, visits and ‘brainstorming’ sessions hosted by myself, with Helen
McCarthy, manga scholar and writer.The conception and development of this journal has been taken on with vigour by a group of now gradu-
ating students from the BA (hons) games art and design course. It is due to the energy a nd commitmentfrom this group of students, who subsequently met at regular intervals to push the form and content of
the journal forward, that have made ‘GamesAD’ a reality.The high standards and professional attitude amongst these students, headed up by Jess Magnus, is re-
ected in this, the rst issue of the journal. We hope that the students following on will grasp the oppor-tunity to take the journal forward, to develop it further, and to continue to broaden the awareness of the
quality of work and thinking that is produced on the Games Art & Design course at Norwich University of
Arts.
http://www.nua.ac.uk/bagamesdesignhttp://../Applications/Adobe%20InDesign%20CS6/Adobe%20InDesign%20CS6.app/Contents/MacOS/gamesad_issue0.pdfhttp://../Applications/Adobe%20InDesign%20CS6/Adobe%20InDesign%20CS6.app/Contents/MacOS/gamesad_issue0.pdfhttp://www.nua.ac.uk/bagamesdesign
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ssue 0 > 28th april 2014
nterview with principle artist Chris Riddelluerrillagamescambridge- scee
Recently I had the pleasure of attending a day at SCEE studio in Cambridge. Whilst there I
was lucky enough to talk to the 3D Artist Chris Riddell. Chris, an enthusiastic games artist,
has had an interesting path into the Industry and has some amazing work that he showedduring this session, some examples seen here. Chris emphasised the constantly changing
nature of the Games Industry, and discussed techniques for 3D design including Node Based Texturing and other develop-
ing ventures. Our interview gives us his personal insight and thoughts on the games industry itself, how he got his rst job,
what his work has involved and his hopes for the future.
h o w D I D Y O U G E T i n t o t h e g a m e s i n d u s t r y ?My route was slightly dierent as I didn’t attend university or college. I started at the age of 11 or 12 programming
computers such as the BBC micro and Atari ST, this led to a few little text adventure and side scrolling shooters. My
friend Andrew joined with me to help do some graphics but it soon turned out he was a much better coder than I was
and I was much better at producing graphics so we switched roles, anyway after that I learned as many 2D applications
as I could and produced some nicer art... then this new thing came out, 3D!!!!!! I spent hours and hours of my teen
years looking at objects and modelling them while learning new software.
3D back in the day was a very long-winded experience and modelling by typing in coordinates was certainly no fun
but things got easier when I got a PC. After I had learnt enough 3D I wanted to get into lm so I was pursuing this idea,
however I saw an advert in the back of Edge recruiting artists, I then decided to send an email asking for an artist to
look at my folio and give me criticism. I wasn’t really thinking about getting a job I just wanted to nd out what more
I needed to achieve but shortly I got a mail back
asking me to come for an interview. I prepared
myself for an interview but on the day I got a call
saying that they had laid a few people o and
that a job position probably wasn’t available but
I was more than welcome to come and interview
for them, I was a bit disappointed but about 15
mins later I got a phone call from another compa-
ny called Attention To Detail who said they saw
my folio as it was passed onto them from Code-
masters and would I like to interview for them
instead?
I attended the interview all smartly dressed with a shirt and tie, after which I was told by the lead artist to take o my tie
and chill out! The interview went well and I got oered the job the next day, I was a very happy 18 year old... and the rest
is history.
W h a t w a s t h e m o s t i m p o r t a n t l e s s o n y o u l e a r n t w h e n y o u s t a r t e d y o u r f i r s t j o b ?My most important lesson was that you are a commercial artist so anything you do is going to be wide open to criticism,
don’t take these comments to heart because it’s going to happen time and time again. If you disagree with something
explain why you feel that that change won’t work but over all follow what your lead says. In the case of when I was
working with Guerrilla Amsterdam for the rst time we used to get regular reviews of our work with lots of changes but
after implementing these changes it improved my texture and asset creation quality tenfold!
W h a t i s y o u r f a v o u r i t e p a r t o f w o r k i n g i n t h e i n d u s t r y ?Apart from the unique characters I have met over 15 years! Foremost, my favourite part is the graphics technology, I am
a sucker for technology and each generation just pushes the delity that much further.
W h a t a r e t h e b e s t a n d
w o r s t p a r t s o f y o u r j o b ?The best part is when your gamegets the recognition it deserves and
if you receive an award like the BAF-
TA we won for LittleBigPlanet PSP
it makes all that hard work worth it,
other good parts are working with
very talented people who oer some
comedy along the way, producing
awesome artwork that goes into
making the overall game look amaz-
ing is a great benet. Also people
seem to love your job and think you
are awesome.
The worst parts are that technology
changes so rapidly so learning has to
always continue and sometimes what you have learned before is no longer relevant (this can also be a positive though).
Also, working for third party studios has its challenges such as nancial instability and trying to get a project signed by a
publisher. Snap decisions resulting in work you have done being cut from the nal product can smart a bit!
W h a t w o u l d y o u l i k e t h e f u t u r e t o h o l d f o r g a m e s ?Wow good question! Personally, I would like to see a lot more sharing of technology to make games creation easier and
more standardised allowing more focus on making a unique game than struggling to get content to work on a machine.I am also a huge believer that this is probably the last generation of actual under the television consoles and that the
future will be within the cloud with a subscription based business model. This model might be able to create a regular
income for tech companies and remove the uncertainty of players not playing particular games as they would be able
to play anything that is released. I also see a great integration of technologies coming together like iPads speaking to
PlayStations, Smart phones talking to Xboxes eventually they will all just do the same job and could end format wars!
6 7
Ima ge s prov ide d with pe rmis s ion f rom C hris Ridde ll a n d S C EE .In tervie w qu es tion s c a rrie d o u t thro ug h e ma il [9 th De c 20 13] .
Jess Magnus chair - www.jessmagnus.co.uk
http://www.jessmagnus.co.uk/http://www.jessmagnus.co.uk/
8/9/2019 GamesAD Journal - Jess Magnus
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ww.gamesartdesign.co.uk
Launching THE NUA Incident.A G am e By G E o rg e B e ar d .
You have recently joined NUA as a Part Time Lecturer, what was your background before this and
how did you come to be part of the NUA team?
Well, rstly I graduated from this course around 4 years ago. Since then I’ve been in Dundee in Scotland
where I did my Masters at Abertay University, MProf Games Development. Post Masters I worked in aDundee web and app company called Waracle creating a 3D Facebook game for a conservation charity
and some of their other projects. As the story is so often, things didn’t go as planned and the company letthe whole games team of around 15 people go a nd I was then oered a teaching position back at Abertay
University. I fell in love with teaching and I nd it hugely rewarding. As that position came to an end I wastold of a similar position here at NUA and I jumped at the chance to continue to teach and to work with all
my undergraduate Lecturers in a very forward thinking course.
How are you currently nding working at NUA? Have there been any highlights so far?
I’m really enjoying it! All the sta are friendly and extremely dedicated to student development. I’mpretty glad to be back in Norwich as well, it’s a lovely campus. In terms of h ighlights, I feel like I have a lot
more freedom and opportunities to introduce new content and projects to the students.
You are currently working on the game the NUA Incident being showcased at this year’s degree
show. What made you decide to make the game and where did the idea come from?
I felt part of my remit joining the teaching team was to encourage further independent develop-ment. I enjoy using the Unity games engine and have been using it casually and professionally since the
nal year of my undergraduate degree. Unity is a big deal for independent development and I wanted tocreate a series of projects and briefs to coax the students into becoming more familiar with it.
‘The NUA Incident’ is based o on an iOS game ‘The Incident’ by Big Bucket Software. The basic premiseis you play as a character tha t must dodge falling objects and climb on the resulting piles of debris to get
as high as you can. The reason I chose this is because the falling objects can be absolutely anything and
the students can submit what they like. This gives a lot of students a chance to submit to a live brief for anactual game rather than creating things in a void purely for portfolio. I’ve also introduced the feature to
have the students’ names next to their object to act as a credits screen for the exhibition.It is my hope that year after year students will submit objects and the game will ll with an endless
supply of interesting and varied objects for NUA to display.
What challenges have you faced when making t he game?
I’ve never had any formal training in programming and have been learning in my own time sincebefore university. Luckily I’ve made a lot of programming friends over the years which is a great help. But
yes programming is my largest hurdle. Luckily it is a reasonably simple game.
Image
Image
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inside lunavark studio.nua graduates and 2013 dare to bedigital finalists.
Lunavark Studio began in early 2013, the team originallyconsisted of Elbert Lim, Dominic Beresford Webb, Dan-
iel Robinson and Martin Reimann - NUA Students - andJordan O’Hare from Abertay University, who were nalists
of the 2013 Dare to be Digital competition and have nowgrown and gone on to become an Independent Studio.Here we see what they have been working on in the last
year.
How has the last year been for you all since graduation
last year - both with your time at Dare to be Digitaland after?
Dare to Be Digital 2013 gave us the opportunity to workas a game studio for the rst time, it gave the team an
understanding of how game production works. DuringDare we received professional criticism from big stu-
dios such as Microsoft Lift London a nd Sony XDev, which really helped us to raise our quality bar a nddesign ethics. Towards the end of Dare we had to promote our game to the general public of Dundee and
we learned a lot through working with people and how they interact with games. At Dare we won twoawards, one for Artistic Achievement and the other Best Team by the other competitors.
What is the current situation for the studio, would you be able to give a brief description of your cur-
rent position and what you are currently working on?
We can’t mention our third party publisher due to the fact we haven’t been announced yet, but we arein development working as an external independent studio on a game designed by our Lead Designer/
Character Artist Daniel Robinson, Lead Artist Martin Reimann, Sound/Designer Elbert Lim and Producer/Animator Jack Bennett. Unfortunately we can’t mention too much about the title due to third party re-
strictions.
sue 1 > 30th june 2014 pg pg
Have their been any highlights or particularly memorable moments for any of you in this last year?
The most memorable moment was probably moving to Manchester and seeing the concept come to life,
because for a long time it felt like we were at a standstill and nothing was happening due to the amount
of time we had to wait for contracts. Another memorable moment was the realisation that we were actu-ally making a game we wanted to make, this happened when we had played our rst game build.
What inspires you as games artists and how have you retained creative ownership over your ideas?
With this particular title we’ve managed to retain our creativity through good friendship, hard criticism
and team work.We’re inspired by games such as Metroid, Limbo, Machinarium, Abes Oddysee. Basically games that
have an artistic aesthetic with retro game play.
And nally would you give any particularadvice to this years graduates? What they
could expect for the future and what couldthey do to benet themselves and their
career?
Create a team who work well together and
compliment each other’s abilities.Understand your role and the roles of others
around you.Learn to take criticism well and adapt from it.
Learn how to run a business (be organised asit can become very dicult).
Friendship is key, you’re not going to do thison your own.
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Split Path Studio is an independent gamesdeveloper based in Norwich founded bylike-minded university students from Nor- wich University of the Arts with a passionfor games development. The team’s journeystarted after winning the university-basedenterprise competition ‘Brainchild’, for which they developed and pitched their de- but game concept. This concept, entitled
‘The Dry Sea’ was then prototypedas a part of their nal degree project.
‘The Dry Sea’ is a side-scrolling plat-former in which the player takes con-trol of Zoe, a young girl lost and alonein a new and alien world, the sole sur- vivor of a shipwreck. For their nal year of university, Split Path developeda short, ve minute prototype incorpo-rating the art-style and basic platform-ing gameplay devised over the past yearand half; basic elements were designedto serve as the foundation for a muchlarger and ambitious game. The over
It does this by presenting choices based onthe playing style of potential players of the
game. Instances where playersare required to make a decisionare subtle enough to ensure thatplayers are not conscious of thefact that they’re making a choice. Where one player may followsigns and symbols deliberatelymanifest in the level design andart style, others will intention-ally operate in contradiction tothem - looking for secrets, “eas-ter-eggs” and the like. It is playersof this stripe that will nd some-thing more cerebral and slow;suiting the decision they havemade - while the former is pre-sented with fast paced, owing
levels that are clear and easy to understand whilst being challenging at the same time.
The Split Path core team currently consistsof Jonathan Pace, Dominic Littler, PieterJollans, Ross Parke, Dexter Camilleri,Lee Gregory, and Kai Creedon. Further-more, the team has also worked with oth-er students, graduates and professionalssuch as: Alex Alden, Corin Harper, SarahFletcher, Kevin Smy and Robert Philips.
introducing split path studios.dare to be digital 2014 nua finalists.
Image courtesy of Norwich University of the Arts, Marketing Department.
Dare to be Digital is a n International Game Development competition, which involves 15 teams competing tocreate a game in 7 weeks. The 150 teams that apply are cut down to the nal 15 that are given
the opporutunity to m eet industry professionals and gain constructive feedback as they develop their prototypegame. Prototypes will be displayed in the nal week event, Proto Play.The winning three teams are awarded prizes
of £2,500 and selected to form the nominations for the ‘Ones toWatch’ award at the 2015 BAFTA Games Awards.
NUA has had teams reach the nals of the competition for the last four years, and this year the Uni -versity has been particularly successful with three teams reaching the nal. Each team was required
to create a video pitch showing innovation, creativity and the basic core idea of their game. Hav-
ing successfully negotiated this stage, they were given interviews and nally the reached nal 15.
‘This year we’ve achieved unprecedented success, with three NUA teams and their game con-cepts reaching the nal 15 of the competition. Over 160 teams from Calcutta to Califor -
nia applied this year and the positive results conrm our place as a leading internation -al provider of specialist education in video games.’ - Marie-Claire Isaaman, Course Leader.
The nal three teams consist of NUA students Robin Silcock, Jessica Magnus and Shaun Slade in Team ‘In-
sert Imagination’, who will be making ‘Kuria’; Team ‘Desk Jockeys’, creating the game ‘Reshue’, made
up of NUA students Jonathon Pace, Dexter Camilleri, Pieter Jollans and Lee Gregory, and the nal team‘A Fox What I Drew’, made up of NUA students Kai Creedon and Dominic Littler and alumnus of the
course Cian McNabola, who are making ‘Baum’. The competition is held at Abertay University where theteams will be staying for the 7 week development period and begins on the 16th of June. To keep up to
date with the teams’ progress keep an eye on the Dare to be digital website: www.daretobedigital.com.
For more information on the teams please see www.gamesartdesign.co.uk for an in depth article in ouronline issue.
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sue no > Date (i.e. Feb 2014)
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Norwich Gaming Festival
Author ImageAuthor Name.Role. Website
pg
pg pg
ww.gamesartdesign.co.uk
ophia george
Author Image Author Name. Role. Website
IMAGE
IMAGE
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Jess Magnus. www.jessmagnus.co.uk 3D is my passion, I revel in designing and creat-ing an environment and considering each elementand its place within the scene. I strive to show how3D in itself is an art form. I am constantly pushingmyself to learn more and do more, always twitch-
ing with eagerness to create all things 3D. My life is a worldof polygons and I see the world as a 3D canvas to explore. My
current project delves into 3D as art and an environment that contains a narrative lled with in -uences from psychology, exploring our inner selves, and is over all an embodiment of life.
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Samantha Pillow.http://sampillow.weebly.comMy current project is about using the knowledge I’ve
gained from researching tribal culture to create myown tribe and the culture surrounding it. My inter-est in games stems from the development in newtechnologies and how the games industry has start-
ed to use them in innovative ways, whilst also being able tocreate an environment in which the audience can immerse
themselves in the game. Furthermore I enjoy seeing how these developments are being usedin more traditional art and how they give the audience further insight into an artistic piece.
Aaron Pai. www.aaronpai.co.uk My artwork depicts three out of ve charac-ters to do with Wu Xing from my nal ma- jor project. I’ve used their dynamic poses.My main specialization and interests are in char-acter generation and concepts. I have sped up my
work ow and my skills in general have improved dramati-cally - to produce this quantity of artwork at this quality took dedication and sleepless nights.Before this nal project my concepts and designs didn’t have enough depth and lacked themesso I overcame this by taking inspiration from my own cultural background, the cultures of East-
ern mythology, Western fairy tale, and ideas about ancient depitctions of natural elements.I am inspired by JRPGs and motivated by rich story and cultural fusion.
david allan. www.davidrallan.co.uk My main focus throughought my degree has been3D modelling. This nal project has been a greatopportunity to develop my 3D skills across a rangeof software which has enabled me to grow as a 3Dartist. Additionally it has been a platform to con-
solidate my personal interests into one project.
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elie harrison. www.elieharrison.comI am an aspiring Game Designer with a serious passion for gamingtechnology, as well as games and art. I try to keep myself as up todate as possible with the latest gaming and game technology news by watching, listening and reading videos and articles by Kotaku, PCgamer, IGN and Machinima. I nd articles about games and tech-
nology highly interesting and as such, I have tried to develop my reasearchand communication skills (verbal and written) to the best of my ability. I work very well in teamsand have knowledge in Photoshop, Maya, Indesign, AfterEects and Microsoft Oce applications.
Sam lockwood .http://lockwood3darts.webeden.co.uk/ As a 3D Designer my main speciality is in environments,
mainly for sports games. I use Autodesk Maya to pro-duce my work as it is where my skills are strongest butI am always willing to learn new programmes to fur-ther improve my skills. I have always had a massive in-
terest in sports, especially football. That is where my main desireto become a 3D environment designer has come from. During my time at NUA, I have benet-ted from the help of my fellow students to help me learn and improve my skills as a designer.
Andrew booth . www.andrewbooth3d.com Andrew is a 3D Environment and Asset Artist with some2D skills that come from a Graphical background, who en- joys 3D modeling, ageing his model to give a sense of real-ism and uniqueness. He enjoys using his problem solvingskills to overcome any obstacles. Andrew has a vast range
of advanced skills, from Photoshop, Illustrator, Maya, Mud-Box,CrazyBump and UDK. He is a philosophical thinker and ambitious with ambitious goals. One of hislong-term ambitions is to pass on his knowledge and experience to the next generation of students.
Aisha Dickins.http://gadaisha.blogspot.co.uk/Having originally been interested in working with comput-ers, I decided after taking my N+, A+ and MCDST qualicationsto combine my interest in computers with my gaming hobby. At NUA, I discovered my interests in digital painting, 3D sculpt-ing and pixel art. Through the resources and tuition oered by the
university, I was able to take my self-taught skills to a more professionallevel. I learned to apply my talents to group projects, taking a technical orcreative role depending on what was required. Going forward, I am eager to
continue to learn new styles, techniques and practices within the games industry and art world.
Taz Selby. www.facebook.com/ArtOfTazSelby I specialise in 2D concept art, with a main focus on charac-ter and creature designs. Originally from a village outside
Haverhill, I grew up with three sisters, one older brotherand a house lled with animals. My hobbies include draw -ing, playing games and spending time with friends. I am
most condent with both Adobe Photoshop and Adobe After eects.I also have worked with Maya and ZBrush. I work eectively on my own but exceptionally in asmall team. My planning for work is simple but eective and I am able to meet d eadlines with ease.
Auberi chen . www.auberichenart.weebly.comI am a 2D artist who specializes in character designand 2D illustrations. Alongside this I am a con-dent storyboard artist and concept artist and haveexperience with 3D modeling. I also enjoy workingin a team and collaboration with others. During
my degree studies at NUA I have become very familiar witha number of programs such as Photoshop, Illustrator, Maya, After Eects and Final Cut Pro. Inmy three years at university I have developed as a condent digital painter as well as continuingto develop my skills with more traditional media such as watercolour, oils, etching and pen/ink work.
Bradley Morgan Johnson. www.bradleymj.com After a successful career as an architectural draughts-man and designer I decided to follow my passion forgame and lm by retraining in pre-production Art& Design. Honing my 2D skills in both traditionaland digital media, I also had the opportunity to learn
Maya and Z Brush, which have in turn introduced me to the world of 3D printing. I take my main inspiration from nature and enjoy life studies of ow -ers, which helps me discover forms to use in my designs, my favourite genres are Science c-tion, Art Nouveau and Buddhist/Hindu mythology which I have merged for my major project.
Andrew obrien . www.andrewobriengamesart.comI have devoted a lot of my time to exploring every as-pects of game design, mastering its outcomes throughplay and through my own design developments.Looking back over the past three years my person-al growth within game design has evolved and I now
have a goal to focus on. I am extremely interested in the pro-cesses of texture mapping and I am constantly working towards perfecting the skills I havealready attained. My current project has been a real learning curve but very rewarding, itshows my passion in this eld, my eye for detail and my artistic skills. I hope to make a ca -reer for myself in texturing as I am creative, imaginative, patient, and work well in a team.
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charlie sykes . www.charliesykes.weebly.comGames always appealed to me because they demonstrated thenext level of interactivity in art. Unlike a novel or a lm, a gamecan go one further, putting the audience in direct control ofthe characters within. To take such a unique artform and do it justice it requires a focused amount of motivation and dedica-
tion. For this reason I have spent the last three years exploring manydierent areas to seek out those I feel most passionately about. This includes working both tradi-tionally and digitally, in 2D and 3D, from level design to creating characters and environments.
daniel rigg . www.danrigg11.wix.com/combatheadsI specialise in 3D modelling particularly Maya. Iam looking into various techniques, specical-
ly lowering the Polycount for the object’s meshas shown above. Here is a small example pro-duced using the “Display Smoothness” tool.My passion rst began when I
had my rst adrenalin rush through play -ing a game. I was hooked from then on and wanted to nd ways to create my ownscenes, where people can experience the same thrill I did through playing games.
dexter camilleri. www.dextercamilleri.co.uk I am a 3D artist and animator specialising in theentire process of character modelling, rigging andanimation. Originally starting o as a low resolu-tion modeller years ago when I wanted to delveinto more artistic endeavours, time has allowed meto acquire a myriad of skills culminating in bring-
ing characters to life in video games. My time at NUA has been indispensable to getting to whereI am now, presently working on team projects called ‘The Dry Sea’ (winning our team the Brain-child enterprise competition at the university) as well as ‘Reshue’, a Dare to be digital project. that has reached the nal of the competition.
dominic littler . www.dominiclittler.comThough I started out solely as a Concept Artist, Ihave expanded my discipline to include digital 3D art(building from my background in traditional paint-ing and sculpture). I prefer to specialise in charac-ter and creature design as I feel these lie at the heart
of creating believable, living worlds, which keep their audi-ence immersed. I have worked on various team projects, from game jams to Indie studios, which has helped me broaden my skillset to include 2D asset, and sprite artwork, as well asmore promotional oriented pieces. I’m currently working with Split Path Studio, on our gamedemo for “The Dry Sea” and with A Fox Wot I Drew on “Baum” for Dare to be Digital 2014.
federico marchesi. www.fedm.co.uk This is one object from my group’s FMP. I specialised in texturingfor this project however I also modelled this piece. This nal project was my favourite; I took the opportunity to further develop my tex-turing skills which though having worked consistently and keep-ing to schedule, have improved considerably. I’m technologically
adept, learn new software quickly and have an interest in new techniques,setting up batch and automated processes to speed up my workow to save time. I’m motivated by in-teresting and challenging projects, work well both in teams and by myself and am a willing organiser.
jac gatfield . www.jac-gatfeld.comI am an artist who specialises in concept art, espe-
cially character and creature design. I work most-ly in 2D and have experience with programs suchas Photoshop and MyPaint. I am, however, ex-ible and can turn my hand to 3D sculpt work as
I have experience working with Mudbox. I have a big pas-sion for animals and prehistory, having studied both subjects in depth over a number of years (I achieved a certicate in continuing education in ornithology from the UEA in 2007).This enhances my design work in terms of form and colour, particularly in the natural world.
George woodford . www.georgewoodfordart.weebly.comI am a specialist in 2D concept art and my passion for classic videogames began when I was a child. My current project is an idea based around the legend of the Chinese zodiac. I have enjoyed working in my nal year at university and I hope to continue in mygame art design career by joining a small independent group andmake games that will capture the hearts of many. I work well in a
team and creativity is one of my greatest aspects. I hope the future for videogames remains strong and varied project.
Jack eastoe . www.jackeastoe.co.ukCreating 3D environments is a passion of mine andone in which I constantly strive to improve. Goingfrom a concept to exporting my creations into a gameengine is something that really excites me and is whatmakes me focused on producing 3D environments.
This church scene was created as part of one of our second year projects and was inspired by the many dierent churches around Norwich. Using thechurch I incorporated it within my scene for my Final Major Project, being able to do thismeant I could create a scene full of details that bring together a great environment scene.
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jess smith.Being creative has always been a substantial part of mylife. I’ve always been inspired by the intricate aesthet-ics games oer through environmental design, visualstorytelling and interaction. This has aided my passionand development specialising as a 3D artist for games.I’m a keen horror enthusiast which is demonstrated inmy current university project where I have focused on
the implementation of horror within a 3D environment. I have also been working on an entry to the games design competition Dare to be Digital. I’m excited to continueexpanding my 3D design and modeling skills and aspire to work with a studio who encourage creativity.
joey everett. www.joeyeverettgad.tumblr.com
A strong set of core values dictate my creative process. Ifeel the base-level of any design has to be strong enough tosupport anything added on top of it. Applied to any medi-um, this ethos describes my way of approaching creativity.Coming from a background in illustration, I pri-
oritise initial line-work and concept over superu-ous detail. Applying this approach to games design, I be-
lieve the mechanics and structural gameplay elements of a game dictate its success.
Jonathan pace . www.jonathanpace.co.uk As a hopeful producer of commercial games, my lovefor game creation is deeply rooted to the problemsolving aspects of development, taking a practicaland ecient approach to everything I set my mind to.I take great enjoyment in working in teams and have
spent the last two years working alongside six other studentsin the roles of producer and 3D artist in order to create a small prototype for our game concept“The Dry Sea”. Our aspiration is to take our prototype into production post-university and even-tually release it as a commercial title. Textures and crystal assets courtesy of Lee Gregory
juliette desforges. www.juliettedesforges.comMy lack of condence in my drawing abilities led meto create a unique style of art that uses shapes and blocks of colour to create images and express myideas. My work is characterised by simple and unclut-tered illustrations, focusing only on what I personal-
ly see as important - beauty spots, uneven eyebrows, and so on. Although I enjoy my artwork I also have a passion for writing which has ledme to write both for personal projects and an online publication. My ulti-mate ambition is to write, illustrate and design interactive book apps for children.
kai creedon .I am a Games Designer with a degree from NorwichUniversity College of the Arts in Games Art & De-sign. I was designer on a 5 minute prototype in a largegroup for our nal project. I am also a quarter nalistin Dare to be Digital. These have taught me to designgame mechanics, levels and game ow. I have strong
experience in Unity building levels and prototyping mechan-ics in C#. I also have a good fundamental knowledge of visual theory and most industry stan-dard software such as Autodesk Maya and 3DS Max, Adobe Photoshop, Flash and After Eects.
katie gilman . www.killveous.comKatie Elizabeth Gilman works in a variety of mediums andon an extremely wide range of subject matters, from still life
studies, anatomy illustrations, abstract art and her favou-rite; fantasy design. Recently she was picked up as the of-cial artist of an online sculpture company which she does
part time work for alongside her studies at NUA. She creates large dig-itally painted images to promote products as well as helping to comeup with ideas for new sculpts. She and her life partner hope to oneday move to America to work onsite with the company in the future.
lee gregory.In my nal year I have worked with several other NUAstudents to create a small playable prototype for a proj-ect conceived at the start of our second year. My role hasprimarily involved the creation of environments for thegame; producing concepts during the pre-productionphase and models and textures for the prototype itself.My decision to work as part of a small team this year has
vastly expanded my knowledge of game design and production, providing me with an insight intodierent areas of specialisation other than my own and subsequently has strengthened my workfor practical use.
LIAM GALLAGHER-VAES. www.liam3258.wix.com/lgvportfolioI am very passionate about studying and play-ing Video Games, and I have been focusing on bringing this passion of mine into my own vid-eo games, by creating 3D environments and as-sets, in which my design ideas can thrive. I aspire
to work with technology, be it in digital games design or building and repairing the hardware that makes them. Being a keen, self motivated person, whenever I am set a task/project that needs doing I cherish every second of it. Even whenthere is a tough time stopping situation or a hair wrenching problem I always think aboutthe end result and how excited I am about my work and what other people are going to think.
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jake masham. www.jmasham3D.comI have been studying art and design all my life, develop-ing skills within 2D and 3D elements of design, allow-ing me to create a diverse portfolio of work. I currentlydescribe myself as a 3D generalist as this has been thefocus of my work for the past three years. This paired with my design background has enabled me to aid oth-
er designers in their graphic work. I aim to nd work within a varied eld of 3D media. I have a true passion to design and create, this is reected in my work.
Nathan russell. www.nathanjrussell.co.uk I am primarily focused on 3D Environment and As-set Design. 3 years ago the world of 3D was relative-ly new to me, but since being introduced to soft- ware such as Maya I quickly became procient in3D, creating my own models for personal use as
well as for my degree. I nd myself looking at my surround-ings, breaking them down in to shapes and working out how to model them mentally. It is notonly my profession, it is my passion, and it is a way for me to express myself with condence.
William Pateman. www.williampateman.wix.com/3dartistI’m a 3D artist with a passion for video games, Irst realised I wanted to do something in the gamesindustry about 5 years ago and haven’t looked backsince. I now have a strong knowledge of many dif-ferent applications such as Maya, UDK, Photoshop,
Illustrator, UVLayout and Sony Vegas Pro. Before University I went to College and got BTEC national diploma in Graphic design this helped me when I got toUniversity as I already had the knowledge of Photoshop and Illustrator to help me.
Pieter Jollans. www.pieterjollans.co.uk I am a 3D game artist, animator, and programmer. I havea background in traditional art and an anity for code.I enjoy 3D modeling, rigging, and animation as well as bringing my projects to life inside a game engine. Cur-rently I am working on ‘Hop Higher’; a fast paced, preci-
sion jumping game for Android. I have also spent a lot of time work-ing on group projects, most notably with Split Path Studio. I like to get away from the computer tosketch, have a game of chess or play piano, but for the most part my free time goes into side projects.
robin silcock. www.robinsilcock.comMy passion for 3D Artwork comes from the power and ef-fect that recreating worlds virtually can have over an au-dience. Games allow for these worlds to be explored andinteracted with, and my nal project explores how envi-ronments can speak to a player through their design. Al-
though my current project is an individual one, I thrive when collabo-rating with others, and most recently organsied Norwich’s rst ever
Gaming Festival - supported by GAME, UKIE, Unity and local organisations - which ran forten days at The Forum, seeing over 70,000 visitors to the venue over the ten days of events.
ross parke. I specialise in 3D character artistry. Having a strong inclination to wards creativity, I opted to pick a career path that could combine mylove for art with my methodical approach to work. I became inter-ested in character art due to my love of anatomy and joined a teamfor my nal year of study to work to my strengths as a team playerand better understand the pipeline that was involved in the creation
of videogames. This opportunity has allowed me to improve artistically and Ihope to continue to do so after university has nished, in the games industry.
shaun slade. www.shaunslade.comI am an enthusiastic and passionate conceptdesigner, specialising in the areas of fantasy,science ction and realism. I aspire to work inan innovative industry, preferably the entertain-ment industry working on advertising, lms orgames. My strengths are largely based around 2D
concepts, designs and illustrations, whether it’s in a traditional or digital medium. Additional-ly, I keep up to date with the basics of 3-D software. I always aim to achieve a high standard ofdesigns that portray environments, characters, vehicles and assets that inspire and intrigue myaudience.
Kai Shepherd. www.kaishepherd.comMy journey through Games Art and Design hereat NUA, although varied has heightened my fo-cus and improved my abilities greatly. Aimingmyself in the direction of design through writ-ing via narrative creation and academic compo-
sitions, has given me a great opportunity to start to grad-uate life. My current project has included not only 2D and writing but has involved mostelements of the production pipeline improving my skills overall. I intend to take the valuableskills and lessons I have learned from my time on the course and add it to my own creative background in design and photography inching my professional image into the industry.
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Sophie Woollard . www.sophiekwart.wix.com/portfolioI am a 2D Artist and Designer. I love the way art can create new worlds, new ideas and create an image which inspires and cap-tures people. Through this course I have developed both my tra-ditional and digital art skills, as well as learning to work in a pro-fessional creative team. For my nal project I had the opportunityto go back to my traditional roots, creating masses of drawings
and watercolour paintings. The experience of creating my own concept art book has also given me the knowledge of design and composition in books.
stacey bone. www.staceybone.co.uk I am a 2D artist with a keen interest in fantasy, my-
thology and animals. My project is The Explor-er’s Guide to Mythical Beasties; an interactive eB-ook based on mythical creatures. Creating it hasallowed me to improve my writing, art and software
skills. I am condent with programs such as Adobe Photo-shop and Indesign. I am inquisitive, eager to learn, and look forward to working with others.In my free time I enjoy reading, playing video games and looking after my menagerie of pets.
tom gates. www.gadtom.blogspot.co.uk I am a 22-year-old 3D artist who comes from a strong neart background, and possessed of a life-long love of videogames. My dream is to combine my creative skills with mypassion for the exciting medium of video games. Model-ling is the part of the process that appeals to me the most. Working in Maya seems to harmonise with the way that
I conceptualise visual ideas. It is creative but there are very welldened boundaries in the way you are pushed to work. It would be wonderful to see my contribution appear in a game, and I hope to
realise this ambition in the future.
tyrone parker. www.tyrone-parker.squarespace.com/portfolio
An aspiring Games Designer/3D Artist, my passionfor all things in interactive entertainment startedever since I played my rst video game on the orig-inal PlayStation. Since then games and gaming cul-ture has become a signicant part of my life. I en - joy keeping creatively active through developing my
art and design skills and playing guitar. Having a vivid visual imagination I am able to eec -tively communicate my ideas both visually and verbally. Being well versed in a range of com-plex design programs I am more than up for a challenge in this rapidly developing industry.
Olivia Viles. www.oliviaviles.weebly.comMy focus is 2D concept art, focusing on character design as I havealways been interested in the human form. My most recent projectconsisted of me designing a disease and creating the concepts along-side, which led me on a very interesting journey both in research andin the images I created. I not only enjoy the artistic side of design but
the research side of it too. Regarding the future, I hope to continue to developmy 2D art skills and aim to nd myself a place within the games industry.
william johnson . www.williamjohnson3d.weebly.comI specialise in 3D environment and asset design, fo-cusing on Victorian industrial themes. Often thesescenes are inspired by my extensive visual researchdue to my strong interest in historical photographsand locations. I am most condent using Maya, Pho-toshop and Unreal Development Kit to create projects.
While I often work on my own, I do enjoy being part of a team.I have a passion for creating game environments’ worlds and will often create these in my sparetime. My good visual imagination and attention to detail help in creating a coherent and believable world space, important in the creation of videogames. This opportunity has allowed me to improveartistically and I hope to continue to do so after university has nished, in the games industry.
kane winchester. As far back as I remember I have been drawing, andcoming from a pretty creative family I was alwayssoaking up my surroundings and experiences. Find-ing games at an early age was amazing, the char-acters, worlds and stories always mesmerized me.Since then I knew I wanted to create something thatcould astonish others. Leaving school I attended a
graphic design course, this is where I learned the basics of Photoshop and Illustrator. I have beenhoning my skills at university ever since, always pushing to create something which can mesmer-ize.
stina sheehy. www.stinasheehy.co.uk
Beginning with a background in traditional media, I took aninterest in graphic design as a hobby during my teen years - itgrew into become a passion of mine when I had the opportu-nity to further my skills within educational and commercialenvironments. Primarily self taught, being given feedbackfrom lecturers allowed me to hone skills such as composition
and colour theory. My personal interest in games led me to the studyof Games Art & Design, in which I have been able to gain experience in
various elds such as UI and concept art. Particular style traits of my work include being stylisedand minimalistic. I am open to new challenges and driven to creating projects to the highest
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Digital Painting Tutorial from Shaun Slade. FreelanceConceptArtist
www.shaunslade.com In the early stages of development, I like to split my canvas up intothree or four sections. In this case I’m now left with three identical
blank spaces ready to be lled with paint. Nothing is worse thanstaring at a blank canvas, so I start laying down colours randomly.
Sometimes I don’t even look at the screen when I’m painting asthis gives me more freedom for experimentation. I always keep
zoomed out as much as possible so I don’t concentrate on any ofthe details.
At this stage, I have to admit that I can be a little bit lazy
at times and start laying down textures too early. How-ever, I still stay zoomed out and ignore the textures and
concentrate on the forms and colours. The textures I useare simply old paintings that I put on top in a new layer. I
then change the layer blending modes to something suit-able that I like. The colours still stay a bit random when
continuing to paint on top of the textures, but I do have arough goal in mind now.
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I quickly decided on the image that’s my favourite. I start toblock out and get rid af all the mess. I create a massive block of
grey on a separate layer to act as template for potential build-ing.
I now use layer masks to stop me from painting outside the
grey template. I decide that the building is going to be themain focus for the painting so I concentrate the majority of
the detail and texture in this particular area.
3
4
At this stage I created a bit moredepth by adding objects in the fore-
ground of the painting.
5
I felt that the painting lacked lighting and felt
quite cold, so I decided to add a warm light sourcecoming in from the left hitting the face of the
building. The warm light is also acting as a visualguide to lead the viewer’s eyes to the area that I
want to showcase the most.
6
I continue to add de-tails and decide to add a
dramatic waterfall com-ing down the building.
I’m not really sure why I
decided to add this fea-ture but it creates a nice
colour contrast with thewarm colours.
7
In the nal stages I play around with
dierent adjustments mainly hue/satu-ration, levels and colour balance ad-
justments. This stage entirely dependson your painting and I nd it can either
dramatically improve your painting ordestroy it so be careful not to over use
adjustments.
8
I always keep a black layer on
top of all my other layers set to
saturation blending mode. When I turnthe layer on it changes my
painting to grey scale. By doingthis I can keep an eye on my
values and make sure they readwell.
These techniques may work forsome people but not for others
so the best bit of advice I cangive is don’t give up and keep
practising.
9
www.gamesartdesign.co.uk
ssue 0 > 28th april 2014 10 11
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8/9/2019 GamesAD Journal - Jess Magnus
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