Ryan McKenna
3D Animator / Technical Artist / Level Designer (UE5 + Unity)
Animation (facial + body)
Level Design (blockout→final)
UE5/Unity systems
Work process
My artistic process is quite linear, blocking out my main ideas at the start of a project; mapping out the dimensions and proportions of the scene and any objects within it, planning out the emotions I want to hit with atmosphere, space, and color, and building upon these ideas as non-destructively as possible, which allows for more flexibility later in case I want to make any changes. A method I make use of frequently is utilizing different layers in photoshop so that I can go back and change the lighting of a character in seconds without having to repaint the entire illustration.
I do my best to find the fine line between great quality and time spent. The more detail on a model, the smoother and more beautiful it will be, but too much detail and it will take forever to render, so I am always mindful of not going to excess or perfectionism and to periodically fine tune my scene as I add more to it. Whether I am working on a 2D or 3D project, I try to work in passes to flesh out the idea as much as possible; it keeps the focus centered on the whole picture and keeps me from getting too zoned into one small part, and also makes the whole project more manageable and consistent.