Saturday, August 25, 2012

Sketchfab Models Online

I came across Sketchfab, an in browser 3d model viewer and thought it would be a great way to display my models online for my portfolio. Please be patient and wait for all geometry and textures to load. It may take about 2 minutes or more if you have a slow connection.

Supported browsers: 
Firefox, Chrome, Opera, Safari (you need to enable WebGL from develop mode in Safari). And more to come! You can check here if your browser is compatible. You can also install chrome frame on non modern browsers. Not viewable on Ipad ot Iphone yet :(

Phleygas - In Game Model 9,800 polygons
Modeled in Maya. Textured with Photoshop and ZBrush.

Forest Siren - In Game Model 7,500 polygons
Modeled in Maya. Textured with Photoshop and ZBrush.


More models to come!

Tuesday, July 24, 2012

Glossophobia - n. The fear of public speaking.

This is a chronicle of my journey to overcome Glossophobia and do some good for the organizations I feel are making a difference.



A few years go I decided to face my fears and begin public speaking. I jumped in head first when I got "the" call to speak at NASA as a result of my Black Enterprise cover. I figured if I can talk tech with a bunk of rocket scientists, I could speak in front of just about anyone. 


Martin Luther King Day Speech - AMES Research Center 


I was invited to speak at N.A.S.A. about how Martin Luther King's work has affected my life. I was inspired by the theme "Dare to Dream. " Dr. Kings " I Have A Dream" speech changed the course of humanity and gave my parents and I the ability to dare to dream a better future for ourselves. 






 I spoke to NASA about how a video game based curriculum is the key to driving more youth into the S.T.E.M. (Science, Technology, Engineering, and Math) fields.







I was greeted at the gates with my name in lights. I have to say this was definitely a first and I'm glad that I can now cross this off my bucket list.


I work with grass roots organizations like Blacks In Gaming, Black Girls Code, and Rize Above Media who are working to get more minorities and women into the Tech fields. I was proud to raise awareness for these worthy causes. You can read the transcript of my speech here. Overall the response was passionate and welcoming. A woman greeted me with tears because my story inspired her. I even got invited to tour of the largest supercomputer in the world. (Sorry no photos).


She Will Be A Power For Change - Girls In Tech Day - Intel

Apparently word got out about my speech at NASA and I was soon asked to be the keynote speaker at Intel's Girls in Tech Day held on March 31st, 2012. She Will Be A Power for Change is a fabulous one day program for 120 7-14 year old girls filled with STEM focused critical thinking workshops lead by some of Intel's smartest minds.Terry R. Thomas and Trisha Garrett of Intel and 100 Black Women of Silicon Valley lead the program. 




The girls were a shear joy to speak to and they had plenty of questions about video games and tech careers. Two notable girls from each workshop were chosen to based on leadership skills and teamwork. These 16 lucky young ladies got to join me on a tour of EA on June 15,2012. Julie Wynn, EA's Outreach & Corporate Giving Manager was more than gracious. The ladies got to tour the campus, listen in on a voice recording session for the SIMS, and buy some discounted games at the company store. 

There were more than a few Dads who showed up for this one!


Pointing to my first game. Freekstyle for the PS2 on EA's impressive published game wall.

Wednesday, May 18, 2011

Frequently Asked Questions

I am often asked these questions by people who are interested in getting into the industry. I am now posting a FAQ to summarize my feedback and to stop sounding like a broken record.

1. What are your job Responsibilities- I'm am a Lead Artist for console games.
My job duties include art directing all art assets that go into the game. That
includes character models, all level art objects, concept work (2d drawings of
what is going to be made into 3d). I also create art for the game. I mostly concentrate on
the characters, but in addition I put the levels together and light them so they look good
in game. I also do special effects like fire, explosions, water, etc... I help
manage our outsourcing team who creates a lot of the art that goes into the
levels. So I have a team of artists in India to manage and direct.

2. What you like about your Job- I am creative on a daily basis. I get to make
creative decisions that affect the way the game looks and how people react to it.
I also get to make art for a good living, which is a real blessing. Most artists are
broke. I also enjoy working with a team of other artists locally and overseas.

3. What you dislike about your Job- The hours and workload can be stressful.
The clients can be really picky and they don't always know what they want. This
creates more work for me and my team.

4. What kind of training would you suggest I get for the job- Focus on going to a
highly respected college for game art/animation. That is the best place to start.
Don't go to any run of the mill art-ish school with a game degree. Most of those
places are a rip off and you'll be stuck with $50-100K of debt and insufficient
skills to get hired. Do your research before you investing in your future. If the
graduates don't work at big studios like Pixar, Dreamworks, ILM, EA, Activision,
Rockstar, etc... don't go there! If you’re currently a high school student,
developing your drawing skills is a must. You must learn how to see things, and
then how to draw them correctly. Drawing is a fundamental skill and you will use
it throughout your career. If you can't draw, don't bother trying to be a CG artist.
The computer is just a tool, just like a paint brush or pencil. Your not a good artist
if your eye isn't trained and no tool will teach you that, only talent and lots of
practice.

5. What makes the job special to you? I enjoy when the game is finally out and
people are interacting with my art. Especially, when the media is talking about
my game; good or bad. It's still out there and that exciting.

6. What kind of hours are required? On a good week 40 hours. When I have a
big deadline and the game has to be finished, 60-70 hours per week. The job is
not for the lazy. You have to really want it or it will crush your soul.

7. What would you recommend I do to start preparing for the job in high school to
college- Keep your grades up in all subjects. Being a well rounded person is
most important of all. Draw as much as you can. Take as many art classes as
possible so you know what you like and are good at. It’s important to explore
your options for creative expression. All of your knowledge, no matter what the
subject, is needed to be a good artist. You have to be technical and artistic at the
same time. Understanding how the world works will help inform your artistic
choices.
Let’s say, for example, you have to paint the ocean at night. Now you
have to figure a few things out. First you have to figure out what color it should
be. How deep is the water? Where is the moon? Is it a full moon or a crescent
moon? Now you have to figure out how bright the ocean is. What time of night is
it? If its dusk, it will look different from midnight. This will determine what color
the lighting on the water will be. Is it by the shoreline? Is it by a boardwalk? or
just a beach? This will determine what kind off lights and effects show up along
the water. So you had to make a scientific decision (deepness = color change), a
mathematical decision (how time of day effects lighting), and a creative decision
(what elements are around) about a simple ocean painting.

Hope this helps,

Lisette

For more detailed info I recommend The Game Career Guide

http://www.gamecareerguide.com/getting_started/

Monday, March 7, 2011

K.I.S.S. (Keep it Simple Stupid)

In the technical world of 3d graphics it can be easy to get lost in the details. More pores, more folds, more detail maps, more pieces for my mech warrior/robot/car thingy. But I often find inspiration in things that are done simply. Limbo is a great example of a visually simple game yet it has sets a dramatic emotional tone.



I am also inspired by stop motion (Coraline in3d!!!) and simple projection techniques. “The Ice Book is a miniature theatre show, a pop-up book that comes to life as if by magic. It tells the story of a mysterious princess who lures a boy into her magical world to warm her heart of ice. It is made from sheets of paper and light, designed to give a live audience an intimate and immersive experience of film, theatre, dance, mime and animation.


The Ice Book (HD) from Davy and Kristin McGuire on Vimeo.

Inspiring pieces of art like these remind me to K.I.S.S. (Keep it Simple Stupid) Emotional connections can happen with a few lines or forms. More, More, More, isnt necessary to connect with your viewers.