MS Portfolio

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Sophia Mitsigkola Selected works

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Index - Cultural Heritage Applications (pages 4-11) - Videogames (pages 12-21) - Jam Videogames (pages 22-25) - Architectural Visualizations (pages 26-33)



Cultural Heritage Applications “Ships of Navarino” is a VR tour on the Ships involved at the battle of Navarino. “Ariadne’s Journey” is a Projection Mapping Installation “i guide Faistos” is a VR, desktop and mobile Application (under publication)


The Ships of Navarino Work: Interactive VR tour Subject: Cultural Herritage Medium: Unity Role: 3d Generalist, UX advisor

“The Ships of Navarino” is a VR tour of the Ships involved to the Battle of Navarino at 1827, during the Greek War of independence. The user visits four ships involved in the warship and interacts with various information points. This project was made as a part of a virtual exhibition for the “NAVS” research project.

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Ariadne’s Journey is a Projection Mapping Installation and a digital narrative of the Palace of Knossos. There are many hypotheses of a study and visualisation of something long gonne and here, they are modestly expressed and projected on an originally designed physical set, enlighing the viewers and arrousing questions through an immersive spectacle.

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The second chapte complex. Ariadne is w pieces of the renowed of the different space As I was the lead d real Engine 4. I also w


Ariadne’s Journey Work: Research Project, Installation Subject: Cultural Herritage Medium: Unreal Engine 4 Role: CoDirector, Level and 3d Designer,

er of the Installation was scenes of a 3d platfrormer video game inspired of the Knossos wandering inside the Knossos palace, she is following the red mitos, looking for the lost d wall frescoes. As she runs and jumps collecting the pieces, the viewers watch a narrative es of Knossos, depicting the various rooms that Evan’s survey brought into light. designer for this chapter, I designed the level, lighting, environment and cinematics in Unworked on additional modeling and texturing in 3dsmax and Photoshop.

Role Analysis: Level Designer in Unreal Engine 4 Projectionist in MadMapper Set Designer in Autocad Additional 3d Designer in 3dsmax Additional Texture Designer in Photoshop Exhibited in Athens Science Festival 2018 and in NCSR Demokritos 9


Iguide Faistos Work: Interactive VR guide Subject: Cultural Herritage Medium: Unity Role: Level, and UI Designer, 3d Generalist “i guide Faistos” is a virtual guide of the Archaeological site of Faistos and is a work in progress. Based on the iguide Knossos, “i guide Faistos” represents the complex of Faistos, as it would have been, according to Archaeological Research and findings. The guide provides the viewer with a set of tools, video, audio, text and interactions that give information around the Faistos case. In this project I am in charge of the design of the level and user experience advisor.

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A mobile application is designed to enhance the user exprerience by providing information about points of interest. It will be used along with a physical visit to the Faistos Archaeological site, guiding the visitor throughout the complex.

Role Analysis: Level Designer in Unity 3d Generalist in Blender Texture Artist in Substance Painter Ui Mockup Designer in Adobe Illustrator

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Video Games “Artemi’s Videogame” is my Diploma Thesis “The Redeption of Phantom Village” “Case 32” is an Indie Horror Videogame

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Διπλωματική εργασία

The Artemis Videogame The Artemis Videogame (TAV) is a game about life and human development. The player accompanies our protagonist through life stages, as goddess Artemis does in Greek mythology. The levels of “The Artemis Videogame” are formed by matching Erikson’s stages of human development with Campbellian stages of “The Hero’s Journey” so, Erikson’s “Adolescence” period is also the Campbelian “Ordeal, Death and Rebirth” stage of our hero’s Journey. The protagonists collects red apples walking through scenes that had an impact in his/her life, such as the Christmas scene, the grandma’s summer house, or tremending moments of his terrifying exposure at a live audience. In his journey through life, the player is challenged to balance his/her energy “moodbar” between the positive and negative effects of his/her memories.

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TAV video TAV article TAV book

Work: Video Game Subject: Diploma Thesis Medium: Unity, 3dsMax, Photoshop Role: Video Game Developer


The Artemis Videogame is my Diploma Design thesis for the Architectural school of D.U.Th, and it’s also a video game. Understanding the importance of world making in videogame design, through my diploma thesis I investigated the way architectural design serves as background in spectacular narrations. As I designed and developed TAV, it became apparent to me that the manipulation of space, significally affects player’s mood and actions. I developed this project on my own. I designed the narrative and the spaces and modeled them in 3d, worked on texturing and scripting in c# and developed “The Artemis Video Game” in Unity.

Role Analysis: Video Game Developer 3d Designer in 3dsMax Texture Artist in Photoshop Level Designer in Unity Interaction Programmer in C#

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The Redemption of the Phantom Village Work: VR survival Videogame Subject: Jam game, theme: Renewal Medium: Unity, Blender, Substance Painter Role: Additional 3d Generalist, Additional Texture Artist

The Redemption of the Phantom Village is not only a ghost story. It is also a VR game about the courageous reclaiming of a haunted hamlet, about blazing a new trail when all the world feels ominous and condemned. In a procedurally generated world, islands can float on air, guns may shoot bombs of land and ghosts can be both malicious and gentle. Invent your way through the woods, identify your friends and evade from the undead to make it to the root of all evil. Or, to the cleansing? This was our sublission for the Proc Jam, December 2020. I was a 3d and texture artist, in charge of the Hands, Gun and other 3d assets of the game.


Watch a video


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Case 32 Case 32 at indiedb Case 32 is a first person horror video game, that started development by the White Raven Games, indie team in the early 2015. The game takes place in a representation of the historical Old British Hospital, at the old fortress of Corfu. In that case, I was involved in a 10 member team and I was in charge of the design and development of the 3d environment. The main focus here was to design a building in resemblance of a historical real-life building, so that it would serve as the video game’s main environment, while preserving it’s character and identity.

White Raven Games - Copywright © 2014-2016 - All Rights Reserved

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Game Jams Video Games “Find em’ Sheepers“, “Heal the Beat”, “Excision”, “Disco O.O.C.”

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Subject: Global game Jam 2021, theme: Lost & Found Medium: Unity, Blender Role: 3d Modeler

Find Em’ Sheepers Is a local coop or single player game that we made in 48 hours during the 2021 Global Game Jam. The players controll both the dog and the shepherd and aim to collect all ships back in safety. Tha fact that this as a simple task differs greatly from the harsh reality.

Watch a video Play on itch.io


Excision is an isometric dystopian Excision

game developed for the Panda-mic Game Jam organised by the Greek Game Developers association, on May 2020 The player has a limited amount of time to approach the location of suspected Halovirus carrier and halt the spread of the virus. The collapsing city is made procedurally and is a synthesis of Brutalistic Architectural structures set in extreme dystopian atmosphere. I joined the team as a 3d modeler, responsible for the dystopian city.

Play the game Watch a video.

or

Role Analysis: 3d Generalist in Unity’s ProBuilder and 3dsMax


Disco Out of Control Work: Twitch Online Multiplayer Videogame Subject: Jam game, theme: Out of Control Medium: Unity, 3dsMax, Blender Role: 3d Modeler, Environement Designer

Run an offline version of Disco OOT

Watch a video here

“Disco OOC” is a twitch based online multiplayer videogame, developed for Game Maker’s Toolkit Jam, June 2020 The Game is designed and built around Twitch tv and In “Disco Out of Control” viewers become players just by typing simple commands on the chat. They can join the dance floor by PC, Console or Mobile. The player is assigned to one penguin and types his next dance move. The purpose of the game is for the player to identify which penguin he controls before everybody else.

Role Analysis: Additional 3d Modeler in 3dsMax and Blender Environment Designer


Game Jam Games Work: Card Rhythm Videogame Subject: Jam game, theme: Repair Medium: Unity, 3dsMax, Photoshop, Mixamo Role: 3d Modeler

Heal the Beat “Heal the Beat” is a card/rhythm videogame, developed in Global Game Jam Athens 2019. The player has to mach the cards or create colour’s combination corresponding to the robot, in order to activate the healing beam. Everything has to keep in rhythm in order to save the robot. I joined the team as a 3d modeler, responsible for the robot and it’s dancing moves. Play the game. GGJAthens 2020 team

Role Analysis: 3d Generalist in 3dsMax Animator in 3dsMax and Mixamo



Architectural Visualizations “Architectural Renders” are samples of my professional work in Arch Vis “Office Bau VR” is a 3d VR visualisation “The multi - user“Lake House” is a personal VR visualisation (wip)


Renders made with 3dsMax, Vray and Photoshop. Some of them were made for Architects to be used for architectural competitions and others for study and mainly, because of curiosity.


Architectural Renders Work: Architectural Renders Subject: Architecture Medium: 3dsMax, Vray, Photoshop Role: Design, 3d Modeling, Remdering


The“Office Bau”VR project Work: Commercial Project Subject: Architectural Visualization in VR Medium: Unreal Engine 4 Role: Lead Design. Architectural Design, 3d modeling

Through a Virtual Reality tour in the new Stuttgard office, the visitor was able to experience the space in a face to face approach. The main focus was around visualising in 1:1 scale, detailed materials and originaly designed furniture. The virtual visitor was able to interact with displaying carts, “keep” on his own hands materials, move furniture from one room to another, and of course close the office lights and doors on his way out...

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The “Office Ypostirixis Bau” was a renovation project for the new office space of the constructions company “Ypostirixis group” in Stuttgard, Germany. The design met the budget requirements but it was also imposed with the need of implementing an exhibition in the office space, displaying samples of merchantising products, such as materials, lighting systems and furniture. Along with actual products, the company wished to also demonstrate the services provided, in state-of-theart visualisation systems, and thus the 3d representation was designed and experienced through a Virtual

Reality VIVE HTC headset.

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The multi - user“Lake House” Work: Interactive Mutliuser guide Subject: Architectural Visualization Medium: Unreal Engine 4 Role: Architectural Design, 3d modeling

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Architectectural Design in Autocad 3d Design in 3dsmax Materials representation (PBR rendering) in Photoshop Visualisation and Interaction in Unreal Enngine 4 Experienced in multiplayer mode on desktop or in Virual Reality

The “Lake House” is a work in progress and an on going study. This is a personal project driven by my enthusiasm on Game Engines visualisation capabilities in Real Time and my curiosity on interactive multiuser applications. The “Lake House” project is built on an UE4 template that supports access from more that one users, at the same time. Drawing from multiplayer video games, the mutli-user example, stands as a useful tool for design firms as it enables easier communication between professionals working simultaneously on the same building project.

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Thank you. Mitsigkola Sofia smitsigkola@gmail.com

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