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PORTFOLIO

(Objective 1)

1.) Demonstrate and communicate aesthetic skills and choices based on traditional art theories and current game development practices and next generation research.

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How my personal works/works outside UAT meets Objective 1?

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​My personal works all meet the demonstration level over perspective, color theory, principles & elements of design. From the establishment of sketch layouts to apply the color theory into interaction, experience, and to express meanings without words 

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My Personal Work(s)/Traditional Works outside of UAT

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Perspective, Color Theory, Principles & elements of Design

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Perspective can be defined in multiple varieties; from skyward view to two buildings located on left & right. With the guidelines attached, one can apply the depths and lightning of objects. Thus this lead the development of perspective.​

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Applying Color Theory is simple; use a different color or apply three shades of one color to create relationships between color. Colors can display easier understanding for many purposes rather than applying the visual effects to display beauty and creativity

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Principles & Elements of Design is followed by shape, line, and color together with rules of arranging elements such as unity, contrast, and balance. The best example would be the Okami drawing from above; the sun is the focal point to both perspective AND the principles, elements of design. The sun is colored in bright red and the rays coming out provides emphasis to all the animals from Okami and the background.

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(Objective 2)

​2.) Conceptualize and generate pre-production art assets through pre-visualization and prototypes usable for multiple game platforms.

Wishful Messages

A prototype game made for the project from the course I attended. Basically, the project goal is to create platformer games using 2D art display in vector or pixel. The game project was called Wishful Message, a simple story about a small creature, known as the Wish Carrier, are tasked to deliver gifts to the guests. 

Role: Artist

Specifics: Develop concept arts of the characters, environment, level designs, GUI, and animation. Integrate them into 2D game assets. Applied basic, simple codes on the character and the level

Program Used: Inkscape, Autodesk Sketchbook, Photopea, Construct 3

Skill Display: Drawing, Concept Arts, Character/Creature Design, Game Codes & Programming (Beginner Level), Animation

How Wishful Messages meets Objective 2?

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During the preproduction stage, all art assets made (so far) for this project has meet the demonstration of displaying skills in preproduction. Character(s), the environment stage, user interface (UI), decals, animations; The following assets provided below have been implemented on the prototype stage of this project (Some assets did not make it due to the limited time and performance. They are still planned to be added)​​

Concepts

Environment Thumbnails.png
Decals Thumbnails.png

The Wish Carrier

Nguyen_Character 1.png

Character/Protagonist, Enemies

Character Loop (GIF).gif

Walking/Running

Character Loop 2 (GIF).gif

Idle

Character Loop 3 (GIF).gif

Jumping

Enemy Loop (GIF).gif
Enemy Loop 2 (GIF).gif

Enemies of Terra

Decals 1.png

Decals contain props such as collectibles, UI (User interfaces), and objects that are part of the environment and background

Nguyen_Environment.png

Environment stage of Mellow's Field

Heads-Up Display (HUDs)

HUD 1.png
HUD 2.png

(Objective 3)

​3.) Demonstrate the core skills needed to create 2D and 3D art assets, textures, and animations utilizing industry-standard software tools.

3D Model: Characters & Vehicle

A set of two 3D models: the chosen vehicle & a character. The purpose is to apply the objects into 3D to display the 3D modeling process and expereince. For the vehicle I chose the Kia Carnival 2010 while the character is the original work made by me

Role: 3D Artist

Specifics: Develop reference images of the character. Gain royalty-free source images of the chosen vehicle reference. Use modeling skills to create the character & the vehicle in 3D. Applied texture and render to the model

Program Used:  Autodesk Sketchbook, Autodesk Maya, Zbrush

Skill Display: Drawing, Character Design, 3D modeling

3D Model

How do my 3D models meets Objective 3?

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The first two 3D models provided in this section & website meet the condition of Character and vehicles. In addition, 2D concept art is provided as prior references or guidelines to the 3D Character model. As for the rest 3D models, most models contain wireframe, texture maps & unwraps, and other conditions that have met such as the creatures, props, & environments. The pipelines for all models may have been lost or face with limits in duration of making, however the provided images of sequence should carry the standard levels of demonstration. From the beginning step of modeling a creature with basic shapes to modeling a prop that must apply glow intensity 

Character Concepts: Tama Shinigami

YenlinhNguyen_Character_ConceptArt.png
YenlinhNguyen_Character_StyleGuide.png
Nguyen_Character_Turnaround_1pg.png
Nguyen_Character_Turnaround_2pg.png

3D Model: Tama Shinigami

3D Model: Kia Carnival 2010

(Objective 4)

​4.) Create industry quality 2D and 3D art assets (such as characters, props, textures, environment elements, and collision objects) or animations (keyframed and motion capture character, environmental and FX) for use in game projects utilizing industry-standard software tools, pipelines, and platform guidelines.

How do they meet Objective 4?

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For 2D art assets:​ From playable characters to enemies containing collision elements, utilizing industry-standard software tools & platform allows the process of applying animations. The natural movements of characters resembling basic control (Move right, left, up to jump) and enemies patrolling in certain space or area. When using industry tool to apply animations, the tool should input codes in order to ensure playable characters have these animations as part of its use in video game projects

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For 3D art assets: With keyframes or hand-key frame animations, the assets in 3D modeling should display similarities to the 2D art assets in animation. Although the process contain differences between the makings of animations for 2D and 3D, the result is always the same. From wireframes as guidelines to inserting each key as a frame of that model to display or provide certain performances that can be serve benefit use towards game projects 

Character Loop (GIF).gif
Character Loop 2 (GIF).gif
Character Loop 3 (GIF).gif
Enemy Loop (GIF).gif
Enemy Loop 2 (GIF).gif

Tailor Rig Animation

Creature & Vehicle (3D)

3D animation: Loop and Facial

(Objective 5)

​5.) Adapt, export, integrate, and optimize game art and animation assets (including shaders and lighting) into 2D and 3D game projects working within a production pipeline and the confines of a project’s game engine, tools and other constraints.

How do they meet Objective 5?

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In order to achieve 2D & 3D game projects, various tools, game engines & showcase of sequences (pipeline) will be used to adapt, export, integrate, and optimize assets (2D, 3D). Despite the major differences between the integration of 2D & 3D assets with industry-standard game engine tool, the result should display similar properties with video game projects. From applying hand-crafted texture on certain objects to integrate them into the game that display natural response with the player

Wishful Messages - Game Preview

Aether Rest - 3D

Shrine of Shadows

(Objective 6)

​6.) Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects

How does my cooperation skills with teams meet Objective 6?

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For the collaboration project, Scene of the Crime, I took the role of the Artist/Designer of this game. My job is to develop mock-ups for scenarios written by one of the team members in charge. Once the mock-ups receive proof of satisfaction, then I can proceed to finalization. While my proficient skills does exceed the standard levels, it does revolve around practicing not just a normal communication but to communicate each other with professionalism. A short into great discussion between me and Traceston over our process with the mock-ups & scenario finalization.

I may not be enlisted any jobs (yet) outside of UAT course but it does provide me some beginning steps of professionalism for both my personal project & my future career. According to few of the members, if it weren't for me; the idea behind this project wouldn't become what it is currently. I think most or some members may have graduate UAT before me yet I still want to say thank you as always!

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(I would enlist the showcase video developed by Orlando for this project but for unknown reason, the video is currently unavailable for the time being?)

Game Project

Game Project: Scene of the Crime

A game board & collaboration project. The genre of this game is card games that contain the aesthetics of Murder Mystery with a slight mix of humor content. The purpose of the game is that players are assigned detectives and one of them commits the crime known as the "Rogue Cop". The player's goal is to find the "Rogue Cop" by asking questions and make the decision to find out who is the "Rogue Cop"

Role: Artist, Designer

Specifics: Develop mock-ups for the scenarios written by one team member and then apply the finalization to the artworks. Created the game's logo. Made card designs for the front & back

Program Used: Autodesk Sketchbook, Photopea

Skill Display: Drawing, Concept Arts

Team Member(s):

Leader: Orlando MacBride

Artist/Designer: Traceston Clark

Designer: Tyrone Wilson

(I believe there was one more or two members but I'm pretty sure they were dropped out? Despite 4 of us, our project manage to reach the levels of success)

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Crime Artwork Scenarios

Personality Card Designs (Front & Back)

Card Front Design for the Detectives/Rogue Cop

Scene of the Crime - Detective or Dirty Cop Card Back Design.png

Card Back Design for the Detectives/Rogue Cop

Scene of the Crime - Card Back Design.png

Card Back Design for the Crime Scenarios

3D Animation: Character & Vehicle

Two 3D models (and one additional model): The Kia Carnival 2003, the chosen character, and a quadruped/creature model. The project aims to apply movements and integrate the models into game engine assets. Initially, the creature model was used for completing assignments. However, due to the time limit the character model will be used for the game engine integration (the creature model will continue to applied for minor basic animations)

Role: 3D Artist, Animator

Specifics: Develop more reference images of the creature model. Use modeling skills to create the creature in 3D and apply it through basic animations (Strait-Ahead & Loop such as walking and running). Continues to apply animations on the chosen character and vehicle. After integrating the animations of the character, proceeds to use UE4 for integrating a game cutscene pitch

Program Used: Maya 2022, Motionbuilder, Unreal4 Editor (UE4)

Skill Display: Drawing, 3D modeling, 3D animation

Creature Concepts: Greaz (Adult)

School Project - Animation Ref. Sheet 3.png
YenlinhNguyen_Creature_StyleGuide.png
School Project - Animation Ref. Sheet 4.png
YenlinhNguyen_Creature_StyleGuideV2.png
YenlinhNguyen_Creature_Concept.png
YenlinhNguyen_Creature_StoryBoardV2.png
YenlinhNguyen_Creature_StoryBoardV3.png

3D Model & Animation: Greaz (Adult) & Kia Carnival

3D Animation & Audio: Character Model

Preview of the Game Cutscene Pitch

Game Programming: Project

A short preview of the final project phase for Game Programming

Production Studio(s) - Tales From Teren (Artist Role)

Preview of Illustration(s) I made for a visual-novel style

(Note: Clicking on the top right book icon will lead you to a biography of characters, species, and places. It is also where you will find my digital illustrations)

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