The Goal:
Create a 5-10 second in-game cinematic sequence in Unreal Engine 5.3 of a Walker from Star Wars marching down an alley in the outer rim.
Necessary Components for the Team:
Hard Surface Robotic Character Artist (Jessica Blask): To create a high poly and game ready, texutred model of an AT ST Walker (and provide additional set dressing support not covered by environment artist)
Environment Artist with a Hard Surface Preference (Justin Diaz): creates environment for the sequence; establishes and maintains scene scale and lighting
Prop Focused Hard Surface Artists: (Kirsten Futch and Haley Kroppman): create additional environmental loose props to populate set and establish scale
Hard Surface Focused Character Artist: (Eric Wiley): creates human stormtrooper character models; large focus on their uniform armor
Unreal 5.3 Animator (Paige Thorsen): Responsible for camera sequencer creation, animation of AT ST Walker, animation of marching troopers, all done in Unreal Engine
I'm also on point for most of Production Management, including the plan moving forward for a bi-weekly set of 6 Sprints
Why Star Wars:
Several of our team's target studios make high value Star Wars games, for example: BioWare, Respawn, DICE, and EA. As hopeful entry level industry workers, we're seeking to analyze how a studio tackles a 3D interpretation of a large IP.
Episode 1: Schedule and References:
https://docs.google.com/spreadsheets/d/12V1pU1FQZHtQVUSFJ7CoHtqxB9tiQHxMiPlqFY-p890/edit#gid=0
To plan the project and the necessary teammates required plus their spheres of influence, a Gantt Chart was created alongside the initial project pitch, which was then revised to accommodate portfolio worthy assignments for each team member along with their necessary spheres of influence. If you like looking at nice colorful spread sheets, take a look at the link above.
From there, the team moved into the Concept and Reference research: