獨角獸娛樂 (Unicorn Entertainment) 是位在新北中和科技園區的一家新興 VR 遊戲開發公司。我於 2017 年 6 - 12 月在此工作,擔任技術美術,主要負責在 Unity 中導入購買的素材打造環境,偶爾自行製作模組和貼圖,並也負責打光。
工作項目多專注在修改模組、改造/新建材質、用插件製作渲染器、添加鏡頭後至效果、確保場景效能、偶爾也和程式合作導進遊戲事件、debug、修改人物/怪物模組或貼圖等工作。也需要和動畫師討論角色動作的製作並提供修改意見。
Unicorn Entertainment is a newly established VR game developing company based in New Taipei City, Taiwan. During Jun to Dec, 2017, I worked here as technical artist, focusing on importing assets, occasionally creating models and textures, and also in charge of scene lightings.
Task details were mainly about modifying models, modifying and creating materials, creating shaders with Unity plugins, applying camera post-process, ensuring proper scene performance, and also occasionally working with programmers to implement ingame events and debugging while also modifying character and creature models or textures every now and then. Sometimes I also needed to discuss with animator about the directions of character and creature animations.
2013 - 2014年間,我在獨立遊戲製作團隊「Fuzon Designs」,擔任3D場景與物件美術(http://www.desura.com/games/tr-zero)。
我負責為一張競技場地圖設計外觀,該地圖大部分的物件由我設計與製作,除了競賽跑道的貼圖、地圖設計與天空盒。
另一項職責是改善、更新武器彈丸與強化道具的外觀與效果。約五分之三的模組由我設計、製作和貼圖,其餘則替換為更佳的貼圖。
Between 2013 to 2014, I worked as a 3d environment and prop artist for this indie game published by Fuzon Designs (http://www.desura.com/games/tr-zero).
I was in charge of populating an arena map with props. Most objects in the arena level were designed and built by me, except the track floor’s texture, level design, and skybox.
The other responsibility was to tweak or update weapon projectiles and power-ups. I designed the polygon models of about 3/5 of them, and the rest I replaced the textures with more unique versions.
2009 - 2012 年間,我加入一個獨立遊戲製作團隊「teamCEL」,成員主要是我與我的一位朋友。作為唯一的遊戲美術,我設計與製作絕大多數的視覺效果,例如背景、地圖、角色概念與動作等。
唯一成功完成並曾經在Google Play上架(團隊解散後已下架)的,是一款解謎點陣圖(Nonograms)的遊戲「CellCross」,由我負責設計與製作99%的謎題點陣圖與遊戲美術。
因為各自的職業計畫不同,團隊已於2010年解散。
From 2009 to 2012, I was partly involved in an indie mobile game developer, named "teamCEL," which were operated mainly by a friend and me. As the sole game artist, I designed most visual artworks for our projects, such as backgrounds, maps, character concepts, and character animations.
The only project successfully published and briefly appeared on the market was a Nonogram game titled "CellCross," which I also designed 99% of its puzzles, besides its artwork.
The group dissolved in 2010 due to different career plans of its two members.
這系列的作品是電腦運算的3D建模,包含工作委託與獨立研習。
In this gallery. you could find renderings of 3d models that are either commissioned work or as studies.
於遊戲引擎內製作的場景。
這一區的作品為碩士畢業專題或獨立研習。第一款接觸的遊戲引擎是Unreal 3 Editor,之後則主要使用Unity,包含碩士專題的製作(Unity 3.6, 2013年)。
Environments created in game engines.
These are projects done as my Master thesis or studies. The first game engine I touched was Unreal 3 Editor. Afterwards, I became heavily devoted to Unity, including creating my entire Master thesis project in it (Unity 3.6 in 2013).
我認為2D繪圖是所有視覺藝術的基礎。為了增進美感與拓展技能,2D電繪同是我的嗜好與潛在的職業路線。
In my opinion, drawing is the foundation of all visual arts. To improve my artistic sense and broaden skills, digital painting is both a hobby and a potential career path to me.
這可能是目前為止,我在遊戲研發方面最具意義的失敗。
「點.點.點」是一款我設計與自行發佈的手遊,以Unity製作。我設計遊戲與製作美術物件,程式碼則主要由一位朋友Kurt撰寫,我只稍加修改。
至今為止,遊戲仍在Google Play 上架中,下載次數仍未破千。雖然我視之為失敗作,於我而言有著學習性的意義。我學到了許多,包含下列:
1. 大膽的創意不一定等於好的想法;
2. 持續調整目標客戶群對於廣告效益至關重要;
3. 遊戲外觀很重要,即使目標是設計簡單的視覺體驗;
4. 適時承認失敗;
5. Apple對開發者很嚴格,Google則太鬆散。
This is likely the most important failure of my game developing path.
Dot.Dot.Dot is a mobile game I designed and self-published. It is based on Unity. I designed the game and created the art assets, while coding-wised it was mostly written by Kurt, with me tweaking a little bit here and there.
As of today, the game is still on the Google Play market, with fewer than 1000 downloads. Although I consider it as a failure, it has great significance to me as a lesson. A few things I learned was:
1. A creative and bold idea does not equate a great idea;
2. Tweaking target group continually is very important for ad efficiency;
3. Game appearance is important, even going for a simple visual theme;
4. Admit the failure;
5. Apple is so strict to app developers, while Google is too forgiving.
英中翻譯工作的樣本。
English-Chinese Tranlsation Work Samples.