Portfolio_Game_ L.H

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Lulin He

LULIN HE EDUCATION CORNELL UNIVERSITY SOUTH CHINA UNIVERSITY OF TECHNOLOGY POLITECNICO DI TORINO 2021.08-2022.12 2016.09-2021.06 2017.09-2020.06 Master of Advanced Architecture Design, GPA: 3.78/4 Bachelor of Architecture, Bachelor of Architecture address 30 Newport Pkwy, Jersey City, NJ phone 6073792108 email lh556@cornell.edu
EDUCATION UNIVERSITY UNIVERSITY TECHNOLOGY Architecture Architecture, 3.9/4 Architecture Maya Zbrush Substance Painter Unreal Engine Photoshop Illustrator Others: Rhinoceros,Grasshopper, CAD, ArcGIS;Lumion,Vray,Enscape,Cinema4D; InDesign,After Effects,Adobe Premiere; SKILLS Resume
· Blueprint · Ai Behavior Tree Scene Build Architecture Render Concept to Model 2D Mobile Game Blueprint, Behavior Tree Game & Architecture
Tree Design · Character Animation Redirection 01 Malperdy 2D to 3D Scene Design ·Maya ·Zbrush ·Substance Painter ·UnrealEngine 03 Selected Architecture Portfolios 02 Conceptual Drawing to Rendering ·Vray ·Enscape ·Rhino ·Grasshopper ·Maya ·Zbrush ·Substance Painter ·Unity 04 Malperdy_Advanced Game Design in Cornell ·Scene art ·Level design ·Character animation 06 Architecture and Game Hybrid Design Studio ·Conpetual Game Design ·UE+PS 05 UE5 Design Studio Simulator · Blueprint · Ai Behavior Tree Design · Character Animation Contents
01 Malperdy 2D to 3D Scene Design ·Maya ·Zbrush ·Substance Painter ·UnrealEngine New York, USA|2022.07-2022.08 I designed a 2D mobile game called Malperdy in my game design class at Cornell (shown in Chapter 4). After the course, I built a 3D scene for this 2D mobile game in Unreal Engine, on the one hand, to practice rendering technology, on the other hand, I like this game so much that I want to continue to develop it. Link: https://youtu.be/2K1QWQdr-fQ Scene Build

Scene (Unreal Engine,

The rabbit skull implies that the enemy is a rabbit, and the lit lampstand (save rabbit to light up

Engine, Quixel Bridge)

(save point) behind the rabbit's skull implies that the player needs to defeat the each save point.

Scene 1

Scene (Unreal Engine,

There are still many unlit save points in front of the protagonist of the game, chased by the enemy. In the end, the protagonist will hide in the

Scene 2 Engine, Quixel Bridge)

Reynard the Fox. The protagonist’s staggering steps suggest that he is being the place where the game takes place, that is, a medieval castle.

Scene

(Maya, Substance Painter, Unreal

2D to 3D conversion of the main game scene. In the medieval castle of the Paint was used to make the wall material, and finally

Scene 3 Unreal Engine, Quixel Bridge)

main character. Maya was used to make the assets of the castle, Substance finally imported into unreal engine for rendering.

Scene

(Maya, Substance Painter,

2D to 3D conversion of the main game scene. In the medieval castle of the main controlled by

Scene 4 Unreal Engine, Blueprint))

main character. The movement of the wall and the illumination of the light are by blueprints.

02 Conceptual Drawing to Rendering ·Maya ·Zbrush ·Substance Painter ·Unity & UE New York, USA|2022.09-2022.10 In this chapter, the first two scenes are built according to a specific drawing. The third one is intended to build for a defense game according to a morocco style reference. Concept to Model

Conceptual Drawing

Render in Unity (Blender, Substance Painter, Unity)

Conceptual

Render (Blender, Substance
Conceptual Drawing Render in Unity Substance Painter, Unity)

Defense Game (Maya, Substance Designer, Substance

This is a render of a Moroccan style tower defense map,

Game Map

Substance Painter, Unreal Engine)

map, based on Mikel Iriberri's rendering on Artstation.

Architecture Render 03 Selected Architecture Portfolios ·Vray ·Enscape ·Rhino ·Grasshopper |2021.07-2022.08 This paragraph selects some pages related to rendering and architectural performance in previous works. Complete portfolio link: https://issuu.com/525208815/docs/portfolio_of_lulin_he
Game
https://youtu.be/3TAVm8X_u_A
Procedure:

2D Mobile Game

·Scene art ·Level design ·Character animation New York, USA|2022.03-2022.06

Game type: Metroidvania (like Castlevania Metroid) 2D horizontal board mobile game; Game background: In the legend of Reynard Fox, Reynard Fox always fights wits and bravery with powerful and powerful families with his own intelligence. Malperdy) by combining rooms to find escape routes and outsmart enemies; Visual style of the game: the art style refers to Hollow Knight and LIMBO; the scene is divided into three areas, each area is an abandoned castle corridor, an exquisite castle living room, and a dark sewer according to the different styles of the boss;

Game scene art design: In the early stage, I tried the art style of illustration style. In the later stage, in order to better adapt to the dark and dark story background of the game, I decided to use model + UE5 rendering to create a pseudo 3D game background;

Level planning: writing game rules, core mechanisms and design concepts, designing player operations and gameplay; participating in the writing of game logic architecture, using Tiles Level Editor software to be responsible for level planning in the first area (introductory + teaching area) and player introductory tutorials make;

Game character skeletal animation design: use After Effects to make skeletal animation for 2D characters; record AE skeletal animation teaching videos, some video links: https://www.youtube.com/watch?v=TDXoQosebEA ; Others: Responsible for the production of posters for the game Showcase; Achievement display: the game is launched on Testflight, https://testflight. apple.com/join/s5cKDr62;

Game PV: https://www.youtube.com/watch?v=yNiMnGfh6JM

04 Malperdy_Advanced Game Design in Cornell
Conceptual Flow Chart

Blueprints, Behavior Tree, Animation

USA |2022.03-2022.6

Project background: The project concept comes from the original homework topic of human behavior and character simulation. After consulting a lot of information, we found that human character is a behavior that is difficult to define. Finally, we decided to simplify it to "human character Whether it can affect the type of team he forms in the architectural design class and the final result." So there is this "customs clearance design class" simulation. In the team, I was responsible for the conception and improvement of game inspiration in the early stage, and the writing of blueprints in UE in the later stage, importing characters into UE and performing animation redirection and writing AI behavior trees.

Game introduction: Two types of personalities: blue is high-efficiency personality, pink is high-creative personality, the creativity of high-efficiency personality is random, and the production efficiency of high-creative personality is random. There are three possible outcomes, failing the course, passing, and passing with a high score. Homophily is the possibility of choosing a similar personality as a teammate, so what is the best output of the entire design studio when Homophily is?

Simulation demo: https://www.bilibili.com/video/BV1q54y1Z7hX?share_

05 UE5
Design Studio Simulator · Blueprint · Ai Behavior Tree Design · Character Animation Redirection Ithaca,
source=copy_web
Character and

attribute design

Fail Pass
Pass High Pass
Simulation in Unreal
Unreal Engine

Game Concept and Architecture

NY

Project background: Cornell architectural design studio, including two design game exercises and architectural design that combines architectural space with game concepts; Game idea 1: Mixing GTA (Grand Theft Auto) 5 with the space of the American Dream Mall that is on the verge of bankruptcy in reality, conceived the game script "GAM (Grand American Dream"); Game idea 2: Conceive a community VR game with the theme of caring for animals and protecting the environment and its illustration style UI; Architectural design: mix the conceived game with the architectural space, and use Unreal Engine to make architectural roaming animations; Project achievements: The game script "GAM (Grand American Dream)" was posted on the official account of Cornell School of Architecture; Building walkthrough animation: https://www.bilibili.com/video/ BV1eS4y1b7yJ?share_source=copy_web;

06 "Call of the Wild" - Architecture and Game Hybrid Design Course ·Game conceptual design ·UnrealEngine & Photoshop
Ithaca,
|2022.03-2022.6
Grand Theft Auto & Mall of American Dream

Dream Hybrid Game Design (Excerpt)

VR Game in
Community
Architecture Rendering Animation: https://www.bilibili.com/video/BV1eS4y1b7yJ?share_source=copy_web; Architecture (Rhino, Unreal Engine,
https://www.bilibili.com/video/BV1eS4y1b7yJ?share_source=copy_web;
Architecture Render Engine, Photoshop)

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