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Portfolio
Daniel Medina
Thumbnail icons and
renders
The goal for this
assignment was to
quickly thumbnail
sketches for asset
icons for in game
use. From those
icons we had to pick
4 to bring to color
render.
the idea was to
create assets for
something that you
many not have any
knowledge of but
still being able to
complete the task.
Vehicles sketches
Redesigning assets in a game first start out as
simple sketches, from here they are tweaked
and then sent to production.
I noticed that even though sketches are
supposed to be quick. sketches still need to
have correct perspective, form, and anatomy.
Weapons
These weapon sketches based off
“The Witcher” aesthetic, the
setting is sword and shield fantasy.
Weapons can be as basic or as
creative as you want them to be as
long as they fit the aesthetic of the
contented you are creating them
for.
30 second
storyboard
This assignment was
to test our ability to
create content
within a specific
timeframe. The
content was to apply
to a certain
demographic and to
tell a story.
I feel like this
assignment tested
your ability to
complete a task with
very specific
constraints, the
hardest part was
drawing what the
scene is supposed to
look like since I am
not a strong pencil
artist.
Color Key
The color key assignment was to take already
existing art and convert your visual by using
their style.
I probably should have chosen a different
image to base my visual from but I believed
that I could make something appropriate.
Story Concept Final
This is an imagining of a piece of
cultural literature “The Rapture”.
The most difficult aspect in
creating this piece was trying to
interpret print and converting
that into an image that most
people would understand.

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Medina d week_9_portfolio_v2

  • 2. Thumbnail icons and renders The goal for this assignment was to quickly thumbnail sketches for asset icons for in game use. From those icons we had to pick 4 to bring to color render. the idea was to create assets for something that you many not have any knowledge of but still being able to complete the task.
  • 3. Vehicles sketches Redesigning assets in a game first start out as simple sketches, from here they are tweaked and then sent to production. I noticed that even though sketches are supposed to be quick. sketches still need to have correct perspective, form, and anatomy.
  • 4. Weapons These weapon sketches based off “The Witcher” aesthetic, the setting is sword and shield fantasy. Weapons can be as basic or as creative as you want them to be as long as they fit the aesthetic of the contented you are creating them for.
  • 5. 30 second storyboard This assignment was to test our ability to create content within a specific timeframe. The content was to apply to a certain demographic and to tell a story. I feel like this assignment tested your ability to complete a task with very specific constraints, the hardest part was drawing what the scene is supposed to look like since I am not a strong pencil artist.
  • 6. Color Key The color key assignment was to take already existing art and convert your visual by using their style. I probably should have chosen a different image to base my visual from but I believed that I could make something appropriate.
  • 7. Story Concept Final This is an imagining of a piece of cultural literature “The Rapture”. The most difficult aspect in creating this piece was trying to interpret print and converting that into an image that most people would understand.