Who am I? I am Connor, a student in Wake Tech's SGD program. While on the art track, my interest has been more focused on Tech Art fields. I find myself being very much a numbers kind of guy, but still finding the desire to express myself creatively. You might be able to find similarities with my choice of games, finding enjoyment in most things turned-based, tactical, and strategy.
Below you will find links to my Linkin and Artstation.
For Hexbreaker, I really wanted to further explore the roles of s Technical Artist, trying to further develop my understanding in topics I've only had one semester to experience. The first few weeks were dedicated into making what would become the Marshwood Wanderer, a class requirement that turned out to be pretty enjoyable. Following my modeling time came my first major job, rigging. While only familiar with a few basics from an animation class, this job became my major time sink with the project. Each model would offer new challenges to further my learning, which meant I was going back to improve the other models constantly. I also got a bit of time near the end of the project to work on various shaders and particles to further the games visual style.
As mentioned, my main job was setting up Arissa's models for animation. The images here show the bones created followed by another image with the bones and model present. After skinning the mesh, I did a bit of weight painting both before and after animations to help refine the influences used to create such fun results.
The shader I'm most proud of is going to be the outline shader. The outline makes me proud because I had to not only create but implement this shader to allow for it to toggle on and off and only be displayed on our enemy target. I've also included another angle to show off the fog shader and the variation it offers the scene, another goal of mine.
The final touches I contributed are going to be a variety of particles found throughout the game. Attached you will find images of fire used in our environments, 2 different systems used for our QTE attacks, and the Fog burst used for covering our map nodes.
Email is my preferred method of contact: Connor@Fringer.us
I'm also trying to get better at using LinkedIn as well, so if you'd like to help me out check the link near my bio!