![]() Since then, I’ve been participating in every Nodevember and Mayterials and creating personal materials whenever I’ve found the time as well as creating materials for the catalog in Core while at Manticore Games. Marmoset toolbag 3 metalic roughness dark mod#In April 2020 Sasha Bernert, the mod team for our Discord Community ( The Club), and I created our own month-long material creation challenge called Mayterials. ![]() The unique daily prompts inspired me to create materials I would have never come up with on my own and learning techniques I had never used before. Later that year I participated in Nodevember for the first time. My journey learning Substance 3D Designer started in 2019 and while I didn’t really know what I was doing at the time, I managed to piece together a few basic materials for a personal environment I was working on. Marmoset toolbag 3 metalic roughness dark how to#Creators like 3DEX and Kalyson, who put out countless free tutorials for creating stylized assets and materials, really helped to showcase the potential of Substance 3D Designer in a stylized workflow and inspired me to start learning how to use it. When I heard about Substance 3D Designer, I was drawn in by the idea of procedural texture creation. I’m always looking for new software and techniques that can be used to optimize my workflow and help to accomplish whatever task I’m currently pursuing. In my free time the last few months, I’ve also been helping on the Final Fantasy IX: Memoria Project which is a non-playable, proof of concept project showcasing what Final Fantasy IX could look like if remade with modern technology being created by a team of professional developers and artists. It's been especially popular with artists interested in trying their hands at game creation. In October of 2020, I started at Manticore Games as an Environment Artist working on Core, which is a free-to-use development and publishing platform with an endless library of user-created games to play and worlds to explore. After finishing work on Destiny 2 I was moved to the Diablo 2: Resurrected Team as the World Art Feature Owner for QA. I graduated from NEIT with my Bachelor’s in Video Game Design and was hired at Vicarious Visions as a Quality Assurance Specialist on Destiny 2 shortly after. I started my journey in the games industry at Spiderling Studios while attending the New England Institute of Technology. I’ve been in the games industry for just about 4 years now. Hello, my name is James Braley and I’m an Environment Artist from the United States.
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