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	<title>Ben Gerowe &#187; School Projects</title>
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		<title>BlinkMan</title>
		<link>http://bengerowe.com/?p=21</link>
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		<pubDate>Tue, 19 Apr 2011 21:21:22 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[School Projects]]></category>

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		<description><![CDATA[&#160; In the Future&#8230;&#8230;The world as we know it is in a state of little progress. People are hooked into their entertainment systems, Stimupods, and couldn&#8217;t be happier. The Computer is responsible for your safety and well being, food and &#8230; <a href="http://bengerowe.com/?p=21">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>&nbsp;</p>
<p>In the Future&#8230;&#8230;The world as we know it is in a state of little progress. People are hooked into their entertainment systems, Stimupods, and couldn&#8217;t be happier. The Computer is responsible for your safety and well being, food and entertainment. One such person is unsatisfied with this existence and reaches out for something more.</p>
<p>You are Adam B4-72</p>
<p>This is your story&#8230;&#8230;</p>
<p>&nbsp;</p>
<p>BlinkMan is a side scroller created in UDK. The main mechanic is blinking, a &#8220;power&#8221; given to you by the computer upon leaving the your typical bounds. I was responsible for rigging and animation for the main character, Adam B4-72, the security robot featured in the Vault, the turret in the vault, the drill featured in the Under City and the animation for the screens opening.</p>
<p>&nbsp;</p>
<p><strong>Animations:</strong></p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/UDK-2011-04-19-22-54-39-96.jpg"><img class="alignright size-medium wp-image-79" title="UDK 2011-04-19 22-54-39-96" src="http://bengerowe.com/wp-content/uploads/2011/04/UDK-2011-04-19-22-54-39-96-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>Adam B4-72 uses a 63 joint bone system, which not only allows him to do your typical motions of running, jumping etc. It also includes the ability to curl his fingers, breathe controls for the chest and lower abdomen, and his sash moving and bouncing with him.</p>
<p>In game he has 5 featured animations: Running, Backwards Running, Idle, Jump and Falling. All of these were set up by me and the help of fellow designers using UDK&#8217;s animation blending in the Animation Tree.</p>
<p>I also created a custom physics asset for Adam which is used in game for the rag doll effect upon death.</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/SecurityRobot.jpg"><img class="alignright size-medium wp-image-85" title="SecurityRobot" src="http://bengerowe.com/wp-content/uploads/2011/04/SecurityRobot-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>The Robot uses a 3 bone system and features 5 animations in game: Idle, Thrust Left, Thrust Right, Thrust Left Idle and Thrust Right Idle. It is used as a means to activate a defense grid to impede the process of intruders into the vault.</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Turret.jpg"><img class="alignright size-medium wp-image-89" title="Turret" src="http://bengerowe.com/wp-content/uploads/2011/04/Turret-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>The Turret is a 6 bone system featuring 1 animation in game: Unlocking. This mesh is used for the typical defense grid in the vault and the boss grid at the end of the Vault.</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Drill.jpg"><img class="alignright size-medium wp-image-91" title="Drill" src="http://bengerowe.com/wp-content/uploads/2011/04/Drill-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>The Drill is a 21 bone system featuring 1 animation in game: Drilling.  This mesh is used within the Under City as a means of the computer  cleaning up the old world.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Screens.jpg"><img class="alignright size-medium wp-image-110" title="Screens" src="http://bengerowe.com/wp-content/uploads/2011/04/Screens-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>The Screen consists of 11 bones with 1 animation in game: Opening. This is used to deliver the narrative and the source of communication between the computer and you</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><strong>Assets:</strong></p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Power-Cell-Asset.jpg"><img class="alignright size-medium wp-image-97" title="Power Cell Asset" src="http://bengerowe.com/wp-content/uploads/2011/04/Power-Cell-Asset-300x168.jpg" alt="" width="300" height="168" /></a></p>
<p>&nbsp;</p>
<p>The Power Cell and Connector are used in game as an activator for several puzzles in game. You find these power cells in the level and then kick them into the connector to activate and unlock a piece of the puzzle.</p>
<p>The Mesh is 1500 tris for the connector and 1600 tries for the power cell. There are several unique textures for the two, i created two of them, one for the power cell vertical emissive lines and 1 for the generator texture on the connector. Custom collision mesh created in maya for the connector.</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/UC-Assets.jpg"><img class="alignright size-medium wp-image-107" title="UC Assets" src="http://bengerowe.com/wp-content/uploads/2011/04/UC-Assets-300x155.jpg" alt="" width="300" height="155" /></a></p>
<p>&nbsp;</p>
<p>A set of assets for grunging up the Under City, the old world of humans that has been at rest for thousands of years. The set consists of a broken door, a desk, chair, light, broken table, file cabinet and rubble pile. The whole set is 9500 tris.</p>
<p>&nbsp;</p>
<p>Here is the trailer for BlinkMan, courtesy of <a href="http://www.raymodesign.com/">Ray Ortgiesen</a>. </p>
<p><a href="http://www.youtube.com/watch?v=w7fEH3V001I">BlinkMan Trailer</a></p>
<p><strong><br />
</strong></p>
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		<title>Zard Overlord</title>
		<link>http://bengerowe.com/?p=45</link>
		<comments>http://bengerowe.com/?p=45#comments</comments>
		<pubDate>Mon, 18 Apr 2011 01:59:04 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[School Projects]]></category>

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		<description><![CDATA[You are the Overlord, these are your Zards. Defeat your opponent with massive aoe spells, the mighty Krakish and pure tactics in this turn based strategy. Zard Overlord is a turn based strategy game made for the iPhone. We really &#8230; <a href="http://bengerowe.com/?p=45">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>You are the Overlord, these are your Zards. Defeat your opponent with massive aoe spells, the mighty Krakish and pure tactics in this turn based strategy.</p>
<p>Zard Overlord is a turn based strategy game made for the iPhone. We really wanted to create a fun top down game that integrated with the touch screen capabilities of many devices nowadays, especially the iPhone. For our production class, we launched the game in Flash for demonstration purposes.</p>
<p>You have 5 types of units to select, the Snooter: a ranged class, the Snark: an assassin class, the Magor: the spellcaster class, the Grok: your shield wall, base unit and the mighty Krakish: a tank class the takes quite a beating. Each class was designed with several types of abilities in mind and this influenced the way our Lead Artist, <a href="http://joshuaterrycg.com/">Joshua Terry</a>, created the concept art and how this led to modeling decisions made by Josh and myself.<br />
<a href="http://bengerowe.com/wp-content/uploads/2011/04/SoldierDefense_1.png"><img class="alignleft size-medium wp-image-222" title="SoldierDefense_1" src="http://bengerowe.com/wp-content/uploads/2011/04/SoldierDefense_1-300x300.png" alt="" width="300" height="300" /></a></p>
<p>&nbsp;</p>
<p>Grok</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><img class="alignleft size-medium wp-image-219" title="HelpScreen - Snark" src="http://bengerowe.com/wp-content/uploads/2011/04/HelpScreen-Snark-300x225.jpg" alt="" width="300" height="225" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Snark</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/HelpScreen-Krakish.jpg"><img class="alignleft size-medium wp-image-221" title="HelpScreen - Krakish" src="http://bengerowe.com/wp-content/uploads/2011/04/HelpScreen-Krakish-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Krakish</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><img class="alignleft size-medium wp-image-218" title="HelpScreen - Magor" src="http://bengerowe.com/wp-content/uploads/2011/04/HelpScreen-Magor-300x225.jpg" alt="" width="300" height="225" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Magor</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><img class="alignleft size-medium wp-image-217" title="Help Screen - Snooter" src="http://bengerowe.com/wp-content/uploads/2011/04/Help-Screen-Snooter-300x225.jpg" alt="" width="300" height="225" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Snooter</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>I was responsible for modeling of the Snooter, Snark and Magor based off the concept drawing from Josh Terry. Each mesh contained about 2200-2800 tris. These meshes were then rendered out of Maya using an 8 camera rig for each 3/4 view, into 2D sprites. These sprites were then organized into sprite sheets to be used in Flash. </p>
<p>I then took all the characters and rigged them up with a bipedal skeleton system consisting of about 30-38 bones depending on the character. The rig contains basic IK for the legs and a simple FK setup for the arms, eyes and tail.</p>
<p>&nbsp;</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/Grok_BaseMesh.jpg"><img src="http://bengerowe.com/wp-content/uploads/2011/04/Grok_BaseMesh-300x146.jpg" alt="" title="Grok_BaseMesh" width="300" height="146" class="alignleft size-medium wp-image-237" /></a></p>
<p>&nbsp;<br />
<a href="http://bengerowe.com/wp-content/uploads/2011/04/Grok_Skeleton.jpg"><img src="http://bengerowe.com/wp-content/uploads/2011/04/Grok_Skeleton-300x146.jpg" alt="" title="Grok_Skeleton" width="300" height="146" class="alignleft size-medium wp-image-238" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Each character has between 5 to 7 animations including attack, run, special attacks and death animations. </p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>I was also responsible for the spell effects in game, minus the spike wall mesh which was done by Josh Terry. They were created using the same render rig as the character sprites and utilizing Maya&#8217;s fire custom fire dynamics with some &#8220;tricksy&#8221; constraints to control the effect. </p>
<p>&nbsp;</p>
<p>Below is a sample gameplay video demonstrating all of the mechanics and art. Video provided by Joshua Terry</p>
<p>&nbsp;</p>
<p><a href="http://vimeo.com/21626076?ab">Zard GamePlay</a></p>
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		<title>Cliff Temple</title>
		<link>http://bengerowe.com/?p=70</link>
		<comments>http://bengerowe.com/?p=70#comments</comments>
		<pubDate>Sun, 17 Apr 2011 02:35:19 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[School Projects]]></category>

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		<description><![CDATA[Tucked away in a cave by the ocean, lies a secret temple for water. Abandoned for many years, this place houses an ancient power. &#160; The Cliff Temple was a concept I was inspired to do after going to Universal &#8230; <a href="http://bengerowe.com/?p=70">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Tucked away in a cave by the ocean, lies a secret temple for water. Abandoned for many years, this place houses an ancient power.</p>
<p>&nbsp;</p>
<p>The Cliff Temple was a concept I was inspired to do after going to Universal Studios and seeing the Poseidon Experience Ride. I wanted to create an environment that had a sense of mystery, delving deep into a cave near the coast.</p>
<p>Coastal Areas are heavily influenced by materials such as sandstone and very rough surfaces so I knew I had to get some textures down to portray this dry feeling. I also had to mesh this well with a damp cave when the player entered the space, and accomplished this mostly through lighting.</p>
<p><strong>Sample Materials (Diffuse):</strong></p>
<p><strong><a href="http://bengerowe.com/wp-content/uploads/2011/04/SandMat.jpg"><img class="alignleft size-medium wp-image-142" title="SandMat" src="http://bengerowe.com/wp-content/uploads/2011/04/SandMat-300x300.jpg" alt="" width="300" height="300" /></a><br />
</strong></p>
<p>&nbsp;</p>
<p>Sand</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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<p><img class="alignleft size-medium wp-image-133" title="BaseSandstone" src="http://bengerowe.com/wp-content/uploads/2011/04/BaseSandstone-300x300.jpg" alt="" width="300" height="300" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Sandstone</p>
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<p>&nbsp;</p>
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<p><img class="alignleft size-medium wp-image-134" title="CliffFace" src="http://bengerowe.com/wp-content/uploads/2011/04/CliffFace-300x300.jpg" alt="" width="300" height="300" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Cliff Face</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>In terms of the models, I needed rough cut samples that could have easily been shaped by their makers long ago and established.  Arches, pillars stacked together and sandstone brick walls.</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/WTroughRef.jpg"><img class="alignleft size-medium wp-image-144" title="WTroughRef" src="http://bengerowe.com/wp-content/uploads/2011/04/WTroughRef-281x300.jpg" alt="" width="281" height="300" /></a><a href="http://bengerowe.com/wp-content/uploads/2011/04/WTroughInLevel.jpg"></a></p>
<p>&nbsp;</p>
<p>Reference</p>
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<p>In-Game</p>
<p><img class="alignleft size-full wp-image-143" title="WTroughInLevel" src="http://bengerowe.com/wp-content/uploads/2011/04/WTroughInLevel.jpg" alt="" width="607" height="328" /></p>
<p>&nbsp;</p>
<p><img class="alignleft size-full wp-image-140" title="RefArch" src="http://bengerowe.com/wp-content/uploads/2011/04/RefArch.jpg" alt="" width="373" height="491" /></p>
<p>&nbsp;</p>
<p>Reference</p>
<p style="text-align: left;">&nbsp;</p>
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<p>In-Game</p>
<p>&nbsp;</p>
<p><img class="size-full wp-image-136 alignright" title="InLevelArch" src="http://bengerowe.com/wp-content/uploads/2011/04/InLevelArch.jpg" alt="" width="508" height="274" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>To round things out, I needed to create some decals for the ancient power residing and some grime masks to break up the space.</p>
<p><a href="http://bengerowe.com/wp-content/uploads/2011/04/RefRuneDecal.jpg"><img class="alignleft size-full wp-image-141" title="RefRuneDecal" src="http://bengerowe.com/wp-content/uploads/2011/04/RefRuneDecal.jpg" alt="" width="500" height="300" /></a></p>
<p>&nbsp;</p>
<p>Reference</p>
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<p><img class="alignleft size-full wp-image-135" title="FinalRuneDecal" src="http://bengerowe.com/wp-content/uploads/2011/04/FinalRuneDecal.jpg" alt="" width="462" height="462" /></p>
<p>&nbsp;</p>
<p>Final Rune Decals</p>
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<p>Sample Material Editor: Grime Mask</p>
<p>&nbsp;</p>
<p><img class="size-full wp-image-138 alignright" title="MEditor_Grime" src="http://bengerowe.com/wp-content/uploads/2011/04/MEditor_Grime.jpg" alt="" width="538" height="462" /></p>
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