This applies to the story mode as well as the multiplayer, so expect a whole lot of new things to play with if you get this version. What’s great about Fat Princess: Fistful of Cake is that it contains the entirety of the original game, as well as 50 percent more content. Publisher: Sony Computer Entertainment america With a substantial amount of new single player, multiplayer modes and maps, and even a new hat, I found a way to be re-charmed by Fat Princess. It looks like that was a smart decision, as Fat Princess: Fistful of Cake, is a very full featured game. With that, they began to send assets and game code to SuperVillian Studios, a studio more than ready to make a portable version of the original hit. Well, according to the rep, not far into the development of the PS3 original, the team at Titan Studios knew that they wanted to bring the experience to PSP players. But checking it out on the PSP, and noticing that almost everything has been ported downward with almost no problems, well… I was charmed. After all, Fat Princess has been seen as the main go-to game for the PlayStation 3. I worked on the impact fx on Ronan, and the material transitions on the bullet holes and the blood.Fat Princess: Fistful of Cake was not a game I was expecting to see at a Sony PSP event. Ronan Dies Cine: Compositing and Gun FX by Ernie Eastlund. I also made the materials for the reveal and remove objects seen throughout the game Material FX: Shot: Material fx on ghost graffiti disappear and appear cinematic, teleport fx. Lens flares, blooms, rain materials and lighting fx Fire, smoke, rolling fog, ghost objects materials and fx. Original death vfx by Ernie EastlundĮnvironment FX: All vfx and materials in shots. Including pre attack, attack, execute, and death of player and enemy. Shot 1: Made the smoky materials that emit for the enemy, polished the materials on ‘soul’ shaderĬombat: All vfx and materials on Roman and enemy and hide objects. I worked with our graphics engineers to help streamline this process, but all of the fx were created in Notepad++įire, smoke, liquid, and blood textures were created in Phoenix FD for Maya, and many other textures were painted in Photoshop or After Effects This meant that I had to code all of the particle fx using the Playstation Shader Language(PSSL). We created our own in-house GPU particle engine, but due to production constraints we never had a true particle editor. I was responsible for creating all the in-game VFX for combat, cinematics, and ambient environmental fx. Squids from Space features fast paced multiplayer twin stick combat borrowing from its predecessor "Fat Princess (PS3)"įor this project I was the only fx artist in the studio. The clips are from various gameplay captures from different levels and lighting situations throughout the game. I was in charge of creating all the VFX for the game as well as Materials, Destructible's, Lighting, Environment Optimization. James Hill's Demo Reel 2018 from James Hill on Vimeo. I created vfx for the shooting gallery and Monty reveal as well as vfx for the controller tutorial and other various tech art materials throughout the demo I worked on the sandbox team on various weapon and item vfx from plasma weapons, barriers, gravlifts and exploding fusion coils Savengers: PC, PS5, PS4, XBox Series and Xbox One Have a look around and check out my latest Demo Reel below. I have worked on Environment Modeling, Shader/Look Dev, Lighting, Post Effects, Cinematic Effects, Scripting, Level Layout and Prop Placement, even a little bit of Animation. My current skillset lands me somewhere between VFX Artist and Technical Artist. During that time I have been fortunate to work on a wide range of titles and pursue my passion to create and learn along the way. Welcome! My name is James Hill, and I've been in the video game industry for over 13 years.
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