Tuesday, May 27, 2014


This video is of two effects for the game Neon Night Riders. The first is a ground slam attack that is triggered when you press the jump button three times. It is composed of ten different particle emitters all working together in the emitter.
The second is an area of effect attack(AoE)
Current progress on my Needler model from the game "Halo". I plan on modeling out the shape and rough detail in Maya then Take it into ZBrush to sculpt the fine detail. After I will retopologize the model and bring it into Unreal Engine 4 to create a shader and particle effect.
A few animations in Unreal 4. Idle, Run, Jump start and fall, Hover, Back flip, Front flip, Hover board idle, hover board Forward, Hover board wall ride, and Horizontal Wall Run. These are for my teams game that focuses on movement and Parkour to traverse the city.

Sunday, May 25, 2014

Above is a reel of current animations that have been imported into engine and currently in use. The second half of the video goes into X.25 speed. NNR is all about speed and movement. Keeping the players "flow" is the main focus of our team. Character movement and animations must be spot on. More are to come soon!
A screen shot in our current level for NNR. All props and building models are modeled by me except the barricade.
The way our city will be laid out is through blueprints and a tool a programmer made to randomly generate the city from a bitmap. Each blueprint is broken down into folders that hold a face or corner piece that the tool pulls from. These face and corner pieces will be decorated with the props to minimize time spent designing a level and leave more time for polishing the city.

Tag Effect Neon Night Riders

In our game Neon Night Riders you run though a city and "tag" building to be your teams color. This is the effect that will happen on the buildings when you tag them. It is all done though a material. Parameters control the color of the circuit board, how fast it fades in/out and the brightness of the glow which can be adjusted through Unreals blueprint system. As the Effect goes up the building it will change the color of neon objects such as signs and lights.

Saturday, May 17, 2014

Portfolio 1 Animation game loops for Neon Night Riders.

Visual targets:
https://www.youtube.com/watch?v=w3vHdQY21Eo
https://www.youtube.com/watch?v=8PNf52hB45I

Objective: To create looping animations that can blend seamlessly together that are visually pleasing to watch while giving the player satisfaction when moving through the city. These animations will include: Run, Idle, Jump, Wall Run (angled and straight up) Stun, and Hover.

Schedule:
May 20th: Run, Idle, Jump and Wall run roughed out
May 27th: Stun and Hover roughed out while polishing Idle
June 3rd: Polish Run, Jump and Hover
June 10th: Polish Wall Runs and Stun
June 16th: All animations completed

Friday, May 16, 2014

FIEA Summer Semester

My name is Ethan Samuel and this is my first post to my new art blog! I am currently in a Masters degree program at Florida Interactive Entertainment Academy (FIEA) in Orlando, Florida. I am in the summer semester and will have three portfolio pieces completed by August 1st. I plan to focus on animation and special effects.

The First will be a series of game animation loops for the characters for my current Capstone game Neon Night Riders(NNR). The loops will include basic locomotion: Run, Idle, Jump, Wall Run( at an angle and 90 degrees), Stun and Hover. These will all be completed by June 16th.

The second will be the special effects for NNR. Each character will have a neon light trail follow behind them, when a building is "tagged" all the objects on that building that will change color will have an effect and shader. Also the hover, ground pound, missile projectile will have particle effects. This will be completed by July 14th.

Third will be a weapon from the popular game Halo. The needler is what I plan to model out, texture, animate, rig and create a material in Unreal Engine 4. This will be completed by July 30th.