SMU Guildhall Graduate Catalog Spring 2017 — Cohort 25 | Seite 10

Nina Davis Art Creation « Rabbit Boy This Directed Focus Study originally As an extension, it taught me how to think silhouette progression and clothing resolution meshes onto game-resolution began as a study in character design. Character design has been a personal passion of mine for years, and cyberpunk’s flashy, high tech style lends to visually striking designs. As someone who is inspired by classics such as “Deus Ex” and “Ghost in the Shell” as well as fashion design, I thought this would be a compelling, challenging piece to take into further completion. In the end, this project took several weeks, beginning with the intent to study and learn what is the best in topology flow when working with animators. Because of its complex design with many accessories, it forced me to discover creative ways to keep down the polycount of the mesh while keeping the form intact. 10 ART CREATION of the best way to bake complex high- models for future projects. Characters are some of the first parts of the game with which people are met, and are often the centerpieces of advertisements or a game’s narrative. Strong conceptual design as well as a strong conversion of that design from paper to 3D is important for any studio or game project to master. That difficult conversion process, whether you are concepting the piece or not, takes a refined skill in order to make concrete everything the concept elicits.