Since we have all studied intermedia design with a focus on games, we have been working with many different aspects of game development. Through client work, freelance jobs, and our own projects, we have gained expertise within the following topics.
Blender:
- 3D modeling and unwrapping (character and environment)
- Rigging and skinning
- Control Rigs
- Sculpting
- Texturing
- Animating (objects, characters and faces)
- Simulations
- Rendering
Cascadeur:
- Rigging
- Animating characters
- Animating cameras
Procreate:
- Texturing
- 2D animations (FX, Characters)
Substance:
- Texturing in Substance Painter
- Texture generation in Substance Designer (not our prefered tool, so only limited knowledge)
Unreal Engine:
- Level management (sublevel, world partition, level streaming)
- Level building (Landscape, foliage, PCG, Lights, volumes)
- Character implementation / character controller
- Animation Blueprints and state machines
- Animation notifier
- AI and behaviour trees
- Cloth assets and simulation
- Physics assets and simulations
- Control Rigs
- Retargeting
- Motion Matching / Motion Warping
- Level Sequences
- Vehicle setup and vehicle component
- Shader and materials
- Nanite
- Save games
- GAS
- Nanite / Lumen (as well as classic workflow with limited vertex count and shadowmaps)
- RVTs
- UI / HUD (UMG)
- Meta Sounds
- And about everything else blueprint related
Unity:
- Level design
- Asset implementation
- Materials and shader
Adobe:
We have a good base education and knowledge about design and the usage of various design tools (PS, Illustrator, Indesign, Premiere, After Effects, DaVinci Resolve) so even if we wouldn’t design logos or typos for a living, we are able to create logos, typos, icons, videos and general design work if needed for game development or marketing.
Motion Capture:
For our own projects we usually prefer keyframe animations, but as part of our education, we have been using our universities motion and face capture studio to capture our own body and facial animations. We have basic knowledge about performing, capturing, cleanup and retargeting of mocap animations and face capture data as well as the setup and calibration of a small mocap studio.