ROLE BREAKDOWN
SOUND DESIGN - I was the lead sound design artist for this short, and was responsible for all sound sourcing, audio mixing and equalizing. I sourced the majority of audio sounds from Splice.com, but also recorded my own foley audio in a sound booth to acheive the effect that I desired. I used Adobe's Premiere Pro to compile and edit the audio together and perfect the timing to the video clips of the short.
MODELING - I utilized Maya to model the environment the short takes place in (walls, floor, columns, staircases), as well as the crystal ball, tapestry and wall sconces. While doing so I worked off of reference images and concept art gathered and created for the project, and I also made sure to take into consideration poly-count in order to assist with shorter render times. 
LOOK DEVELOPMENT/SURFACING - For this project I was responsible for the texturing of the base room environment, which included the walls, columns, staircases and floor. I also was in charge of texturing the tapestry, crystal ball and wall sconces. To accomplish this I used a combination of Substance 3D Painter and RenderMan to acheive the desired effect, and along the way I frequently consulted industry mentors for advice and feedback, as well as references and concept art. My two most challenging but enjoyable assets to texture were the crystal ball and tapestry, because for both I learned new skills such as manipulating glass-like materials in RenderMan as well as fully utilizing prescence maps in Substance 3D painter.
CONCEPT ART - I created concept art for some of the models created for this short, as well as researched Nordic runes and their meanings to develop the repeated runic motif and pattern used throughout and within many of the assets in the short itself. The specific assets I created concept art for include the crystal ball, the goblet, the pedestals and the escutcheon keyhole cover.
Crystal ball render
Crystal ball render
Tapestry render
Tapestry render
Sconce render
Sconce render
Room Base model
Room Base model
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