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	<title>Studio Flaagan</title>
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	<description>Live to drive.</description>
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		<link>http://www.studioflaagan.com/uncategorized/82/</link>
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		<pubDate>Fri, 21 Jan 2011 10:01:27 +0000</pubDate>
		<dc:creator>flaagan</dc:creator>
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		<description><![CDATA[Environment FX Reel (Champions Online): http://www.youtube.com/watch?v=81ivRU3zOtk LinkedIn Profile: http://www.linkedin.com/in/flaagan My work experience as an fx artist at Cryptic Studios (January 2007 – October 2010)  Champions Online Worked on “Marvel Universe Online” project (powers and environment fx) from near the start &#8230;<p class="read-more"><a href="http://www.studioflaagan.com/uncategorized/82/">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p><strong>Environment FX Reel (Champions Online): <a href="http://www.youtube.com/watch?v=81ivRU3zOtk">http://www.youtube.com/watch?v=81ivRU3zOtk</a></strong></p>
<p><strong>LinkedIn Profile: <a href="http://www.linkedin.com/in/flaagan">http://www.linkedin.com/in/flaagan</a></strong></p>
<p>My work experience as an fx artist at Cryptic Studios (January 2007 – October 2010) </p>
<ul>
<li><strong>Champions Online</strong>
<ul>
<li>Worked on “Marvel Universe Online” project (powers and environment fx) from near the start until it’s cancelation</li>
<li>Worked on Champions Online from its creation to post launch, and continued to offer both technical and fx creation support after moving off the project</li>
<li>Environment FX
<ul>
<li>Created and (and often placed) environment fx for the “Crisis” and “Zone” maps; the sheer number of fx done for the environments in Champions warrants just listing the zones, as I created most (and in many cases all) of the fx used on the maps:
<ul>
<li>Millenium City Crisis</li>
<li>Millenium City</li>
<li>Desert Crisis</li>
<li>Desert</li>
<li>Canada Crisis</li>
<li>Canada</li>
<li>Lemuria Crisis</li>
<li>Lemuria</li>
<li>Monster Island Crisis</li>
<li>Monster Island</li>
<li>Vibora Bay Crisis</li>
<li>Vibora Bay</li>
</ul>
</li>
<li>Created standard and one-off environment fx used in numerous instanced maps and missions</li>
<li>Created the fx used for mission icons</li>
<li>Handled environment fx optimization, including using internal tools and technology to drastically improve fx performance throughout the game</li>
<li>Created a ‘standard set’ of destructible object fx to be usable by designers across multiple objects</li>
<li>Worked with designers to determine ‘standard sizes’ for the explosions, design would pick an explosion size and type and combine it with debris bursts
<ul>
<li>Created a set of small, medium, and large explosions for a variety of objects</li>
<li>Created debris bursts for multiple object types in small, medium, and large amounts</li>
</ul>
</li>
<li>Created fx used for the numerous “Nemesis” missions</li>
<li>Created fx used for the various vehicles seen in the game, such as
<ul>
<li>Viper hover vehicles</li>
<li>Lemurian subs</li>
</ul>
</li>
</ul>
</li>
<li>Powers / Other
<ul>
<li>Created fx for DLC, preorder bonuses, numerous in-game consumables and mission items</li>
<li>Created the &#8220;level up&#8221; fx, as well as the standard hit fx used throughout the game</li>
<li>Created Martial Arts, Munitions, and Beastial power sets, also acted as support with other power sets and travel powers where needed
<ul>
<li>All power sets are designed to be hue-shiftable by both players and the designer</li>
<li>Worked with coders and designers to create a standard weapon parameterization setup that&#8217;s been used across multiple projects, including weapon set limitations for power sets</li>
<li>Worked with animation team to set up a animation skeleton and message-based system to use a minimal number of one-off fx across multiple powers (such as a ‘standard’ gunshot that can work on multiple powers, only firing when animation tells it to).</li>
</ul>
</li>
<li>Martial arts &amp; munitions sets custom weapons / powers (also referred to as “power replaces”)
<ul>
<li>Worked with outsourced and in-house weapon models</li>
<li>Worked with design and coders to create a process for setting up weapons, usable as unlockable and one-off items</li>
<li>Created all files needed for design to easily implement weapons into unlockables</li>
<li>Set up proper scaling and bone positioning</li>
<li>Set up all nodes needed for fx origins</li>
<li>Helped create a material standard (used across multiple projects) for custom weapon colorization (both done by players and as specified by design team)</li>
<li>set up all materials for weapons, defined ‘standard’ weapon colors</li>
<li>created a set of munitions fx types that are reusable across all the weapons</li>
<li>created a set of melee weapon fx</li>
<li>created a standard method for attaching fx to weapons (used across multiple projects)</li>
</ul>
</li>
<li>Created powers and fx for numerous bosses and critter groups, including:
<ul>
<li>“Fake” Dr. Destroyer, Mega Destroyer, Destroyer Bots</li>
<li>Foxbat &amp; Fox Battle Bots</li>
<li>Therakiel, Nephilim, Vampires</li>
<li>Rictus, Bloodstone, Tachyon</li>
<li>PSI, Medusa, PsiMon</li>
<li>Qwyjibo, MegaTerak, Teliosaurus</li>
<li>Telios</li>
<li>Qularr</li>
<li>Bronze King, Lemurians, Ghost Pirates</li>
<li>Ghost Cowboys, Gigaton</li>
<li>Wildlife Critters</li>
</ul>
</li>
<li>Created power sets used for post-launch special events such as Bloodmoon, Nemesis Confrontation, and Revelation</li>
<li>Created a large costume fx set for both generic usage (tintable) and one-offs for numerous bosses, critters, and for player costume customization, such as
<ul>
<li>Glows and auras for various body parts (hands, eye, arms, legs, head, etc)</li>
<li>The standard ‘ghost’ costume fx</li>
<li>A ‘standard’ hologram costume fx</li>
</ul>
</li>
<li>Created the ‘boost’ fx, both the dropped item and the body aura visible after a boost is applied</li>
<li>Created numerous ‘status’ used for numerous buff and debuffs, as well as ‘low health’, and one-offs used for special items and consumables</li>
<li>Created numerous weather and ‘on screen’ (screen space) fx</li>
<li>Worked with the animation team to set up a standard for turrets, including a message-based system so that one fx can be used with a variety of turrets types regardless of barrel count or firing rate.</li>
<li>Worked with coders and design to set up standard targeting fx</li>
<li>Numerous optimization passes on powers and environment fx as new tech became available</li>
</ul>
</li>
</ul>
</li>
<li><strong>Star Trek Online</strong>
<ul>
<li>Created various “Ground” and “Space” powers, as well as environment / “weather” fx
<ul>
<li>Due to the short period of time I worked on STO, and style / design changes, I cannot show any of this work</li>
</ul>
</li>
<li>Prior to launch, I was brought on to go through somewhere between 1/3 and 1/2 of the fx used on STO and do an optimization pass</li>
</ul>
</li>
<li><strong>D&amp;D: Neverwinter</strong>
<ul>
<li>After working on Champions and STO, I moved on to Cryptic’s Neverwinter project (around the start of 2010)</li>
<li>Worked initially as the sole fx artist on the project, creating both template powers fx and various environment fx, moved to (mostly) environment fx after a second fx artist was moved onto the project.</li>
<li>Using previously created standards, set up a process for turning weapon concept art directly into color-customizable materials for standard weapon geometries</li>
<li>Worked with environment artists to created kit piece fx used with assets</li>
<li>Worked with fx coders to debug, define features of, and demo to artists an fx-based cloth / physics system</li>
<li>Due to the current &#8216;unexposed&#8217; nature of this project, and the fact that what I worked on may or may not be in the final product, I cannot currently show off any of this work</li>
</ul>
</li>
<li><strong>Other projects</strong>
<ul>
<li>Assisted with numerous other projects (cancelled, and, and unannounced), offering both fx or technical support when needed</li>
</ul>
</li>
</ul>
<p>That about sums it up. Unfortunately my reel is going to be of work that&#8217;s at least a year old and older, as I can&#8217;t show off what I worked on for STO and Neverwinter. I&#8217;d prefer to get into environment fx again, as I&#8217;ve found them the most fun to work on, especially because they lead to a lot interaction between myself and the rest of the development team.</p>
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