Motion Graphics, 3D Modeling, Multimedia and Game Design
with
Velvet Flare
In 2024, I was able to both stay a long-term period in Luxembourg, but also work an internship as apart of Velvet Flare, a game and entertainment design studio apart of the 1535* Creative Hub. Being apart of the group was a phenomenal time in my emerging technology ventures, as well as integral to my experience into working with and developing my familiarity with such workspaces. Velvet Flare was a company that works with a constant myriad of projects and clients that there was no shortage of work to aid in, nor any mundanity as the tasks and medium of work were always changing and developing.
Game Concept Designing
Below is a brief snippet of a portion of work done for a design document for a game concept. This itself was a project that appeared spontaneously within the work with Velvet Flare, as we had the sudden opportunity to design and pitch a game concept for possible development. The team as a whole created an individual pitch each, and mine turned out to be one of the two selected to be submitted for the Luxembourg Film Fund to represent Velvet Flare. Although neither ideas were selected, it was a great honor for Velvet Flare to select me to lead this project, especially as the potential development of it would have led to me becoming its game director. Though as I retain its IP and concept, this project could still hold potential for revitalization and still become realized in the future.
Reiterating a Concept
As to bring about specific desired projects, design concepts were reiterated to further unlock the requested affect. As Velvet Flare was hesitant in asking what Notch Builder is capable of, the reiteration to bring about the best ideal of the concept was on my own reiteration action. The pursuit of bettering a concept’s deliverable and quick most valuable version was essential for covering topics and concepts of proof.
Although the technology to connect the interaction of these concepts was not available, these adjacent iterations acted as proofs of the desired visuals that would be pluggable into a Kinect sensor or other visual metric that measured a user’s movement on a camera. These would allow a user in front of a screen to move which would relocate the position of objects in the scene. The rightmost concept would especially be projected on the ground for users to walk on, their footsteps and location represented by the glowing balls of white, simulating particles magnetically being pulled towards the user as they step.
3D Modeling and Reiterating
Below is a brief snippet of a portion of work done for a Velvet Flare’s 3D Modeling work. Based upon different client based designs and requests, a myriad of small prop objects were formed and tested with the client. Designs were submitted and then reworked upon request of the client until satisfactory results were achieved. Once designed they would be UV Mapped, Rigged, and fully game usable. After all, these objects were intended for use as a interactable game object.
Bringing in Notch Builder
Velvet Flare was just as hungry to learn new mediums as I am, as they especially took interest into my specialty of utilizing Notch Builder and other knowledge in Virtual Production. Velvet Flare was seeking to learn and understand the potential of utilizing Notch Builder for both motion graphic projects and as a tool for real-time renders in projection mapping and interactive displays. I was able to introduce Notch Builder to the company with creating a few small projects of utilizing the program to generate motion graphic arts and its forms of interactive elements, through the delivery of a document breakdown of the program’s tools.
This was able to unlock Notch Builder as a potential tool for Velvet Flare to use for client prospects. Which directly led into concept testing for figuring out visuals for interactive displays.