Like I wrote on the front page: Not much to see, right now.
I am kind of in the middle of something, but I'm not in the mood to go on about it just yet.

So, what would you like to know?
About you.
About your work.
Who made your site?
What's this thing that looks like a tree?

Wow. OK, how much time do you have?
Actually, I'm not quite ready to get into all that. I'll go on about myself some other time.
OK.

Primarily, I'm a computer graphics technician for video games. Basically, what that means
is that I develop work pipelines for artists, and serve as a liaison between the art and programming departments of
gaming companies. I act as a technical director and a buffer between left-brained and right-brained
personnel.
From the art department's point of view, I obviate their having to deal with technical issues
by (1) explaining complex tasks to them in artisitc terms, (2) creating tools that perform the more mundane parts
of their jobs and accelerate the rate at which they can create assets, (3) taking on highly technical
graphics-related art tasks myself, and (4) mentoring artists who have yet to grasp technical concepts with which
they need to be familiar.
From the programming department's perspective, I know enough about what they do that I can be
trusted to engineer the artists' workflows such that the programmers get graphics that they can use, and in a
timely fashion. (Of course, getting things done on time is largely dependent on good management, which any
experienced video game developer will tell you is probably scarcer than one can reasonably expect.) I'm
also the person programmers contact when they have special needs or
ad hoc tasks that just can't wait, and
that they themselves don't have the time or the artistic skill to perform.
My experience as a CG tech goes back to the early 90s, when I worked on the first couple of
NFL GameDay and
NCAA GameBreaker American football video games (which wound up being the best-selling sports titles
for Sony's first PlayStation). In addition to my standard duties of creating environmental graphics (I
built and textured most of the stadiums and playing fields) and all of the football helmets, team logos, team
fonts, and playbook drawings, I also generated weather effects. This was all back in my Alias PowerAnimator
days.
My programming skills came into play on my next big project, which was the hit MMORPG
EverQuest, on which project I was the sole character
modeler, UV mapper, and rigger. During my seven-year stint on
EQ, which spanned development of the
original release and the first three expansions, I authored numerous MAXScripts and other tools, which were
used by designers and artists alike to populate zones, automatically deform meshes, and other tasks. My
main tools during this period were PowerAnimator and Maya (modeling and scripting), 3D Studio MAX (UV mapping,
rigging, and scripting), and the
WIL programming language (non-3DS MAX
auxiliary tools). It was during this period that I learned Java, MEL, and MAXScript.
After EQ, I left Sony Online Entertainment to work as a founding member of Sigil Games Online.
I was the character art techincal guru for
Vanguard: Saga of
Heroes; I developed the character art pipeline from the ground up (everything from workflows to naming
conventions to file organization), and created and maintained a slew of character art tools (and a lot of
documentation that few people bothered to read). I also provided assistance to the coding department in
creating tools required of or requested by the character artists. During this five-year period, I learned
C++, and I authored countless MEL scripts and numerous Maya API plug-ins, some of which I
posted to HighEnd3D.
I'm currently employed at
Red 5 Studios as an art
technician, and since late 2007, I've expanded my programming experience to include C# (a simple feat for
someone who is already well versed in C++ and Java).
You can see a fraction of my most recent work in action, here:
Automatic deformation
Animation
Facial deformation
Miscellaneous Maya
Java
|
(Oops! To see these media, you need to install version 9 or later of Adobe's
Flash plug-in,
and turn on JavaScript support in your web browser.)
Click image/video or play/pause button to stop/resume playback.
Character models by Den Beauvais,
property of Sony Online Entertainment.
|
Go
here to play
Rate-A-Chick
(as seen in the
Java section of the video player, above), which demonstrates assorted graphics, UI, and
database functionality in the Java language. (For guest access, enter a username of "guest" and no
password.) The
statistics page is a
Java servlet that collates individual rankings. (You can write to me at
milodc2@gmail.com to request your own
persistent stats.)
There's something called a "
1k MEL Competition" going on at HighEnd3D; it's a challenge issued to MEL scripters to create something
interesting in Maya using no more than 1024 bytes of MEL code. My submission is somewhere on the second
page (last I knew).
Thanks.

I did.
Well, most of it, anyway; I designed it, I created the graphics, and I programmed it.
The image and video player is
Jeroen Wijering's
highly versatile and overall brilliant
Flash player,
which employs
Geoff Stearns'
SWFObject code.
The music player is a
Last.fm playlist widget that I've
stuffed with some of my favorite music. If you don't like good music, then you can always press the stop button
(that's the circle with the square inside).
Thanks.

It's a drawing of a tree.
Ah.
Yeah, but what does it signify?
*Shrug* My wife has a bachelor's degree in psychology. She asked me to draw a
tree, once. So I drew one.
Whatever.