Guiding Light
Jake Mendoza | Ashton Lester
Jake Mendoza | Ashton Lester
“How far can love motivate us, even past the point of one’s life?”
Overcome with grief, Kiki knows only one place where her heart will feel at peace. Atop the hill where they had their first date.
A story of processing grief, of losing a loved one, of exactly how far can love motivate us, even past the point of one’s life? Feelings of a bittersweet goodbye, a guiding light pushes her to finally move on.
An environmental storytelling project utilizing a stylized 2.5D aesthetic to tell the story of our protagonist Kiki and her journey to finally coming at peace with the loss of a loved one. Taking inspiration from games such as Paper Mario : Origami King and Octopath Traveler. Focusing on 2D character animations and a 3D environment to add depth within the scene with a stronger focus on a stylized aesthetic, we can blend the art style of our 2D animator with the environments as well.
Email:
University:
1023176@student.sae.edu.au
Personal:
jake.mendoza1998@gmail.com
Social media links:
@jayemms_
Art Station:
Skillset:
CG Environment Artist
Hard Surface Modelling
Asset Sculpting
Texture Artist
Concept Artist
Email:
University:
1021847@student.sae.edu.au
Personal:
ashtonlester5@gmail.com
Social media links:
Deviantart
https://www.deviantart.com/illlatlasllli
Art Station:
https://www.artstation.com/redgekko
Skillset:
Character concept art
Character animation (2D)
Menu artist
Animatic artist
Showcase prop creator
Programs:
Programs:
Being project lead as well as lead environmental artist, I was in-charge of making sure the story comes through the environment and the environment makes sense with the story. Working as a mixed medium team proved to be a lot more difficult trying to mesh two differently styles together but I think the end product was successful in merging both our ideas into a cohesive project. I heavily relied on kit-bashing to fully populate the level but I also created bespoke assets for the graveyard area within the walking simulator. The Epic Games marketplace provided tons of free asset packs which matched our desired visual aesthetic, it was a matter of finding the right assets to make the environment feel 'lived in' and 'believable'.
Early greyboxing/ early kit-bashing stages which acted as a way for me to figure out how the main camera will be acting for the rest of the project. Since it was going to be a 2D character, I had the idea to play more with parallax scenes and create a deeper depth of field with the fixed camera we have implemented.
It was then a matter of hiding any 'empty' spots and making sure that the tiled landscape didn't show any cracks. Incorporating moments of interactibility and height changes to give the player a move dynamic experience rather than just moving forward the entire time.
This was also the start of figuring out lighting and any additional blueprints that might affect lighting along the way.
Playing more around with darker lighting, making the mood and atmosphere match the story as well as creating custom god rays to elevate the scene into a good 2.5D hybrid so that the 2D animations don't feel out of place within the environment. I had a lot of fun trying to play with the depth of field further in the background and ways to utilize our current camera perspective to our advantage. After kit-bashing our forest environment, I was able to focus on creating my bespoke assets for the graveyard area.
Going through a standard asset modelling workflow, I opted to start with primitive assets that if I didn't have time to sculpt and put through zbrush, would still be detailed enough for me to implement into the project.
This allowed as a backup of sorts if issues arose during the production process.
This was my first time using zbrush as well, so it was a good way for me to practice my asset making skills and allowed me to further go into detail with my models. I then simply put them through Substance Painter using the sculpt as a high-poly asset to create normal maps. I had also created some small candle assets to add to that spooky atmosphere, I ended up not sculpting or doing much more with them as they were too small to notice within the walking simulator and it would've been too dark to notice them anyhow. It was after this point I started to populate the environment within Unreal more and more with the assets I've created and kit-bashing again to fill up the depth of the backgrounds.
I also ended up having to work with all the blueprints within the project, as well as sort out a music managing blueprint for the audio we have. This was an enlightening experience for me as I was pretty much new to blueprint and didn't know the extent of what blueprints could offer, but through trial and error and lots of tutorials, I was able to enhance the experience of our project.
I ended up dabbling a bit into the Niagara system within unreal to elevate the environment and the atmosphere a bit more, it was mostly through the help of tutorials but I was able to learn a lot with what Unreal can provide despite my focus being a CG Environmental Artist.
I pushed myself further through this project so that I can have more spread out knowledge regarding CG environment art and find useful skills I can further develop in my career.
As the lead 2D animator, it is my job to make sure that all the animations in the game are up to scratch with the rest of the project. My task was to create both believable animations as well as a character design that would match up with the art style we were chasing. Along with the help of Harlin Meikle, a team member who left the project in the earlier stages of development, I created the main character Kiki.
Kiki started out with a much different design than the one she has now. She was much more reptilian, almost like a dragon or lizard. My goal with this design was to create a sprite that was simplistic in its design, but had a lot of emotional potential. My main inspiration for this design philosophy was Mae Borowski from one of my favourite games of all time, Night In The Woods by Infinite Fall studios. I also tried to create a creature that didn't really look like any sort of animal on Earth. My idea behind this was trying to create a more fantasy like character.
After some concerns about the original design for Kiki were shared by the clients, I decided to go with a different approach. This time I chose a Red Panda for its rather iconic colour scheme, one that would contrast nicely with the blue hues we imagined for our environment.
After we'd figured out how Kiki was going to look, it came time to animate her. I decided to go for a frame by frame style of animation instead of rigging, as I wasn't too familiar with 2D rigging upon beginning this project. Looking back on it now I do regret not choosing the rigging because it would've allowed me to make much higher quality animations.
Next came the idle. This was quite a tricky animation to get right as it involves lots of subtle movements which can be difficult to pull off with just hand drawn animation. I added in a tail flick and an ear twitch for some secondary action and different points of interest.
Linday Dwyer
Email: lindsaydwyer.music@gmail.com