Robyn Crawford
3D Environment Art and Game Production
About
I am a recent Abertay University BA (hons) Computer Arts graduate, specialised on 3D Game Art. Last summer I participated in the Dare Academy competition and attended EGX as a finalist with my team.Although my studies have mainly been focused on art, I found a deep love for the production side of the work in my 3rd year project and have endeavoured to follow this interest in all of my following projects. I tend to work with an agile approach, utilising weekly sprints, with great emphasis on team communication and making sure everyone is happy with their respective workloads.As for my environment art process, I greatly enjoy implementing trim sheets and approaching things from a modular perspective, to expedite the work process as I often take on a dual role in a lot of my projects.In my personal life I am very crafty and enjoy DIY, embroidery, having a tonne of houseplants and exploring other cultures, alongside playing lots of games with friends.
Game Projects
Here are various projects that I've led as the producer throughout my studies and alongside them.I have worked on short Game jam projects, alongside mobile focused projects such as Help mark escape and larger projects such as Forest TailsI'm always aiming to work on more group projects through game jams so this section will be further developing.
Project | Roles | Date |
---|---|---|
Ecosystem Designer | 3D Artist | 24-31 July 2023 |
Apocaparty | Production | 10-24 July 2023 |
Memories in Melody | 3D Artist | 13-20 Feb 2023 |
Babohan Botanics | 3D Artist | 3-5 Feb 2023 |
Romace | Production | Oct 2022 - Jan 2023 |
Howdy Pocus | Environment Art, Production | Oct 2022 |
Forest Tails (DARE) | Environment Art, Production | July - Aug 2022 |
Help Mark Escape | Environment Art, Production | Feb - May 2022 |
Zorky & Reginald | Artist | 23-24 Nov 2021 |
Honours Project
My most recent work (currently work in progress) as part of my Honours year.My honours project explores more complex shader techniques alongside Unreal's particles and some lighting features. All of this converges to create various stylised dioramas, each embodying an atmospheric emotional story.Please be advised this work is not complete and will be subjects to edits and updates.
Depression Diorama
This scene is to embody the emotional atmosphere of depression and is made like a sketchbook or storybook page. This is to embody the colour and life lacking world of depression.
Everything is custom-made for unreal including particles and Cel shading within the engine.
Anger Diorama
This scene is to embody the busyness and overwhelm of anger utilizing a comic book or pop art style of cel-shading.
Once again everything is custom-made for this scene and it utilises some modular and trim sheet work flows within a smaller scene.
Elation Diorama
This Scene is a personal homage to my perfect moment in time or a moment of elation.
It once again utilises Trimsheets and this time also a foliage sheet.
Environment Art
Here's a selection of environments I've created over my studies. I enjoy creating and using Trimsheets within a modular development process. My current focus is on my Honours Project which is a series of modular environments.
Above are my collaborative game projects! I've worked on some as a producer and others as both an environment artist and producer.
Production Work
Here are various projects that I've led as the producer throughout my studies and outside of them.I have experience working with both Jira and Trello, though I prefer trello for my smaller projects and it is more artist friendly as I've found when working with peer artists.However I value Jira and find it useful when working in a more multidiciplanary team with coders and designers alongside artists. So, tend to create both formats to best optimise work flow for all individuals. I was quick to pick up both of these production softwares so I'm confident with transfering these skills to other production tools.
Here you can see a rough trello i made of the umbrella production schdule for a forever development pitch for our Dare Game Forest Tails.
Going forward this would be much more indepth but it was to show the rough outline of each team members work process should we have worked for another year to a year and a half
Here is a link to the bigger Production Work Folio for forest tails 2.5 months crunch development for Dare Academy.
Here is my production schedule for my peers Romance Game which can be found in the itch.io links.
This was a three man team with two very visual artist thus i endevoured to make my trellos colour coding very clear for each teammate.
This was a side project i have untaken alongside my honours as i am not working on a team project for honours.
i will be helping this team as i have worked with one of them before organise themselves and keep on track whilst also maintaining a helathy work life balance.
Here is the link to my Client Project Production work with Embodied Self Defense
Forest Tail Environments
This is some of my work from the Forest Tails Project i was environment lead along with production for this project.
It was a two month project taken on over summer after making it through to the Dare Academy Finalist of 2022.
This was a 7 man team there was one other environment artist but they took on the base area and the only work you see here that is not mine are the rune stone standing alone (not the doors) and the purple and red mushrooms everything else is my work and level design set up.
Help Mark Escape Environments
This was my first mobile game project so adhering to a strict poly count was a intially challenging but the further in to development i got it became alot easier.
We were verys strict about the poly count for objects being under 500 polys ideally on the lower scale as we wished to impliment shaders to give the scene a cartoon comic look using outline and shadow shaders , however the coders had issues with this in development and it was cut last minute.
Help Mark Escape Production
Here is an example of an alternate software (monday) i tried out for my first production planning over on help mark escape i used this as my team and the client were having difficulty visually understanding the jira as the university only supplied us with the free version of jira which lacks the visual timeline and is more geared towards the technical specialities.
When some of the students still had issues with both the jira and the monday i made individual lists of items which were agreed with both teammates in a stand up at the start of week 4.
This is the earlier version of this each teamate had access to their individual excel spreadsheet list.
Our Client for Help Mark Escape was so impressed with our work and the outcome of our verticle slice of their project, they wanted a further work estimate to know how long it would take us as a team to finish the work if they could obtain funding for the project, below are my estimations.
Forest Tails Production
We had 2.5 months of development on Forest Tails before we showcased at EGX london 2022, thus this was a very quick production and planning cycle. I bolstered it with a weekly call stand up facilitated through discord alongside a weekly outro where I asked eveyone to both partake in an end of week friday playtest and list me what they had done and its stage of completion.This worked best for this team and me as we were so tight on time and i was and some others where running more than one role in team we needed to be as efficient as possible.I filled in the trello with individual task sheets which were made availble on google drive we shared as this had worked well for many of the team members with help mark escape. I also created a detailed asset list on there in which the coders code us to find items location links and status to help with the commication between the artists and coders.
Textures
Here's a selection of some Trimsheets, I use multiple softwares to create these dependent on my needs. Such as Maya, Blender, Zbrush and the Adobe/Substance suite.
Here are my tileable texture for these I use Substance Designer to create them following a few different workflows. A lot of these are stylised as this fits the brief of my more recent projects.
Modular Assets
As we only had a short period of time for the Forest tails dungeon i made a large amount of the models modular and out of a trimsheet to expediate this process in the devlopment.
This was greatly beneficial for this project as we had to create roughly 30 dungeon levels that generated in rnadom succession. With a few set rooms who had unique hero props assigned to them.
Then we have the trimsheet and modular walls i created for the Help Mark Escape project with Embodied Self Defense which we aimed to make a few rooms of the Flat and the players flat.
SFX
Here are some videos showing my SFX experience. There will be more added here soon as I'm working on Particle Effects and FX for my honours project.