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About Me

My name is Matt Rafferty, I am a 3D artist and game prototyper from derby. This website showcases 3D art and game prototypes that I have developed over the last 2 years. At the moment this is just a hobby for me, however I am planning to turn this passion in to a career. I hope you enjoy looking at my work and dont hesitate to contact me with improvements and ideas.

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Personal Statement

Computer games provide an immersive experience with emotional connections. Although I have played games I was always more fascinated by the emotions a scene portrays. With no experience, I began learning motion graphics and created text animations, but this soon developed into an interest in 3D modelling and animation. Through the internet, I taught myself how to 3D model using a variety of packages.

 

I enrolled on a Level 3 BTEC course to further my knowledge and learning new
skills at college has been supplemented by many hours of experimental work at home. Hence, I have chosen to study 3D Modelling. I began using
Blender creating basic models. Wanting to use an industry standard program, I began learning Maya which I think has the most well-structured 3D modelling program.

Once I began to understand the theory behind UV unwrapping and projection, my models became significantly more detailed using Photoshop and particularly with the use of Substance Painter which I find excellent for 3D texturing. 

When I began animating, I researched and found that there were 2 main types of animation used in games; hand animation and motion capture. As it requires expensive equipment, I have only experimented with low level motion capture using an XBOX Kinect, which uses depth to sense movement and converts it to key frames. I am most familiar with hand animation and I understand the importance of bone rigging with correct skin weighting for the way in which I want the model to deform. I find technical drawings crucial during animation and observing
real life has made me think about the way models need to move to give realistic motion. I have also recently experimented with complex vertex animation as UE4 has just begun to support this type of animation.


Studying at college has opened my eyes to the ethics of game design and has given me an appreciation of the importance of team work. As a work experience exercise, I developed a sample platform game with a team of students for a client who worked for Microsoft. We had to follow a given brief and divided the tasks accordingly to suit the strengths of the team. It was essential that we communicated well for the separate tasks to come together to create the
finished product. When creating projects at college or with a group of friends I always emphasise the importance of research, particularly into historical facts and details; for example, time period styles and construction materials.


Hopefully I will start studying Game Design and Animation at a higher level and am determined to make it into such a competitive profession.

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