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| ABOUT
ME |
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Here you can learn a little
bit more about me, including information about my background,
education, and projects I have worked on. |
| PROFESSIONAL
PROJECTS
12.12.08 |
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DAMNATION
- BLUE OMEGA OCT
2007 - DECEMBER 2008 |
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Damnation represents the first professional
forray into gaming by Blue Omega Entertainment, who
won the Make Something Unreal contest with Damnation
the mod some years prior. Damnation is "shooter
gone vertical" built on the Unreal 3 Engine and
completed almost entirely using outsourcing studios,
including Liquid Development.
This was my first full time project
back at Liquid following my stint in Basic Training
and I continued working on it along with other projects
for over a year. Initially, and for much of the time,
I was a Visual Effects Artist, later graduating to Effects
Manager. I also did some animation and skybox work,
along with an extended period of AI scripting as the
project wrapped up. |
| BORDERLANDS
- GEARBOX SPRING
2008 |
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Borderlands is a sci-fi co-op shooter
set on a far off planet currently in development by
Gearbox Software. Liquid Development completed a substantial
amount of asset production and a limited run of visual
effects.
I began work on Borderlands as an Effects
Artist and later graduated to Effects Manager at the
same time as I did on Damnation. |
| OTHER
PROJECTS 2007
- 2008 |
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While at Liquid Development I also
filled multiple short term roles on a number of other
projects:
Warhawk - Incognito Games: Building
LOD Modeler
Aliens: Colonial Marines - Gearbox Software:
Character Animator
Brothers in Arms: Hells Highway - Gearbox
Software: Texture Artist
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| UNNANNOUNCED
PROJECTS 2008 |
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In addition to the projects mentioned
above, I was also a Visual Effects Artist, Effects Art
Manager, and AI Scripter on three differant unnannounced
projects. |
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| ABOUT
ME
12.12.08 |
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I was born and raised in Oregon
in 1983. Since a young age I have had a love of video games
which started with the NES and extended through all the major
consoles. In my most recent years, I have struggled with my
love and appreciation for all games PC with the platforms
inherent strengths, versus the console's casual ease with
which software "just works" on it without hassel
Besides gaming all my life, I studied martial
arts (Wu
Ying Tao) for a number of years, eventually leading to
an assistant instructor position with Northwest Martial Arts
and, when a new branch opened, I was the primary instructor
for the first nine months of its operation. Additionally I
wrestled for two years in high school and then studied Jujitsu
at American Freestyle Academy for a short time after that.
I also enjoyed a year of rock climbing and look forward to
opportunities to pick it up again.
My father is a UNIX systems administrator
and I anticipated, growing up, that I would follow fairly
closely to his career choices and theat I would end up studying
Computer Science or a similar field in college. As a result
I have ended up with a strong technical upbringing, especially
in regards to logical process of thought. My subsequent decision
to attend an art school has resulted in my understanding both
the artistic aspects of production as well as the technical
and has proved especially useful in working between artists
and programmers as well as coming up with technically based
solutions to artist demands.
At the begginning of 2007 I made the choice
to persue something very differant from my professional career,
but something I had considered for a long time. I joined the
United States Army Reserve. I spent two and a half months,
starting in March, at Fort Jackson in South Carolina for Basic
Combat Training. After that, I completed Advanced Individual
Training at the Quartermaster School in Fort Lee, VA, finishing
up in July. I am now attached to the 396th Combat Support
Hospital Reserve Unit stationed in Vancouver, WA. It was a
decision that I worried might adversely affect my proffessional
life in the games industry, but one I am ultimately glad I
made.
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| EDUCATION
07.17.06 |
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After graduating high school
in 2002, I enrolled at the Art
Institute of Portland and began attending that Fall. Originally
enrolled the Media Arts and Animation program, focused on
3D work for films and similar media, I changed majors as soon
as the Game Art and Design program became available.
My education is grounded in traditional art.
I have studied and worked with traditional drawing (pencil,
pen, charcoal), worked with clay sculpture, and studied the
human anatomy and movement. Additionally, I have studied traditional
forms of electronic presentation such as video, sound design,
2D animation, web design, and graphic design.
My work in 3D was focused around animation
for the majority of my time at the Art Institute, though I
took many classes on modeling, texturing, and other aspects
of a 3D pipeline. Over the last year of my education I have
focused more heavily on the technical aspects of production.
Initially this began with character rigging and has since
expanded to working on the production pipeline, game engine
investigation, and art implementation in a game production
I graduated from the Art Institute of Portland
in March of 2006 with a BS in Game Art and Design.
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| SCHOOL
PROJECTS
12.12.08 |
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| TWENTY
84 WINTER
2006 |
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Twenty84
was a one term project on the Half-Life 2 engine. It
was a single player mod involving 20 students as well
as a graduate of the school. The project was rapidly
produced in only 12 weeks.
I filled the roll of Technical Director
on this project and was responsible for character rigging,
investigating the Source engine, developing the production
pipeline, and implementing models, characters, animations,
and textures into the mod.
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| DISSIDENT
AGRESSOR FALL
2005 |
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Started during the second half of
Afflicted, Dissident Agressor was a project put together
by a few students to counter the short comings of the
game project in terms of quality, style, and content.
It was a two minute video designed as an intro or "To
Be Continued..." cinematic for a project that would
later evolve into the mod Twenty84.
The team for this project consisted
of seven people. One character modeler, one set modeler,
and five animators. From the pool of animators came
additional work including textures, models, and concept
art.
In addition to animating for this project
I was also the character rigger, in charge of establishing
the production pipeline, integrating dynamics, and establishing
the rendering process. In all I rigged a vehicle and
seven characters for the project.
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| AFFLICTED
SUMMER/FALL
2005 |
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Afflicted was a school developed
project, a collaberation of eighteen people, two classes
a term, for two terms (about 6 months). The project
was a single player, total convesion of Unreal Tournament
2004.
I officially played the role of Lead
Animator on this project. Halfway through the first
term I had also taken over the responsibilities of character
rigging on the team. I also took on the task of setting
up the in-game cinematics as well as some level design
as the project came to a close.
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All
work, unless otherwise noted, is the sole property of Geoffrey
Rich.
No work may be posted on other sites or used without permission
unless otherwise noted.
You may contact me by e-mail
at any time.
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