I made a Unreal Engine 5 Tutorial on YouTube, I want to highlight my levels of knowledge in Unreal Engine 5 by demonstrating how to create a cinematic presentation in Unreal.
Rare opened a position for 3D Marketing Artist, and I intend to get that role. This is an amazing opportunity to showcase my talent as artist. I have decided to make a video explaining why I am a good fit for Rare. OUTLINE Introduction (10-15 seconds): Greet the Rare team as Mox, briefly share your love for Sea of Thieves, and explain your excitement about the 3D Marketing Artist role. Include visuals of Sea of Thieves gameplay and your favorite moments from the game. Why You Love Rare (15-20 seconds): Highlight Rare’s creativity, inclusive culture, and their dedication to storytelling. Showcase your personal experience, like attending SoTFest or playing the game extensively. Your Skills (20-30 seconds): Display your 3D models and animations in a Sea of Thieves-inspired style. Briefly mention your technical expertise (Unreal Engine, stylized art) and community engagement skills (YouTube or promotional experience). Include before-and-after examples of your work to emphasize your skills....
Mechanics Combat system Mixed Melee and Ranged weapons Switch between melee and ranged weapon, unused weapon shows on the character's back Weapon switching (animation) Aim offsets for ranged weapons Bullet/melee impact sounds and VFX Health system for player and enemies Enemy AI Enemy Death, New Enemy Spawn Interface, Main Menu, UI, Icons, Bullet Counters, Health Bar The Game Must Be Playable with Xbox Controller Player Stats These are visible on the interface, The player can see the Health Bar (Red) and Stamina Bar (Green). The player will be able to see the Ammunition of Rifle Pick up (white number). These are presented very simplistically by two different Bars parallel to each other. Health Player has a health bar showed displayed in Red. The player can pick Up Health Pack, these will fully heal the player. Player will take Damage when falling from heights. Falling into Jump Pads will not cause any Damage to the Player. Player will take increased damage when the Stamina B...
The World of Concept Art The Idea My main goal for this Blog chapter is to discover, analyse and explain: Why are the weapons memorable in videogames. How and why they are designed that way, and why that particular style is used. In designing the iconic elements in games, what does the designer have to do, how does the concept artist design the weapon, how do they maintain the core elements, how do they make them iconic, how they create memorable prop designing. Why is that weapon important, the story behind it, the gameplay elements that brings, the distinct artistic design used, the shape, form and elements of concept for a particular weapon. These are the questions and thought I had when reading the concept Art book of Alice Madness Returns . I really Enjoy Dark Fantasy worlds, and this game offers the players a unique takeover of a classic tale. PRE-PRODUCTION The pre-production of Alice: Madness Returns started in mid 2008, inspired by a particular prequel. The Spicy Horse ...
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