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I'm Jasmine Eley
I’m a 3D artist specializing in creating stylized assets for video games, with a focus on immersive and visually engaging designs. My work spans environments, characters, and props, with particular expertise humanoid figures and sci-fi themes. With experience in creating animations, game frameworks, and concept art, I bring a detailed, story-driven approach to each project.I’ve worked on projects ranging from game prototypes on itch.io to animation exports for Unreal Engine, and I'm skilled in delivering assets ready for professional use in game development pipelines. Currently, I’m building a portfolio of game-ready assets to showcase my passion for world-building and character design in interactive media.
Project Overview: "Major Production 2024" "PERIMETER"
My role in this project is to create the enemy character that is constantly hunting the player character.
My role includes:
✦Concept and Design
✦Modeling and Workflow of choice (High to Low)
✦UV Mapping
✦Texturing and Exporting Materials
✦Rigging and Animating"Perimeter is a survival horror game where you play as a mine worker trapped in an abandoned research facility. Your primary goal is to escape while evading death by a lurking creature.
To succeed, you'll face numerous challenges that require interacting with objects in the environment. Staying out of the enemy's sight is crucial, necessitating stealthy movement and strategic hiding within the environment.
You can hold your breath to remain silent and avoid detection.
Additionally, you possess the ability to psychically see through the enemy’s eyes, but this ability can only be activated while focusing and holding your breath."https://studentaidyn.itch.io/perimeter
Project Overview " Year 1 -Environmental Pipeline ", AIE
For this assignment, I developed a modular 3D environment from concept art to final presentation in a real-time engine.
This involved the following key steps:
✦Brief Analysis and Research
✦Concept Development & Greyboxing
✦Modular Asset Kit and Hero Asset Creation
✦Texturing and Materials
✦Lighting and Presentation
✦Feedback and Reflection
Project Overview "Year 1 Digital Lighting and Compositing", AIE
This project involved planning, lighting and rendering a cinematic cut scene within Unreal Engine. For this project, we made our own HDRIs to work in our real time engine. We were given a library of pre-made assets to populate our scene as well as the conception and creation of our own asset that fits the given theme.
This involved the following key steps:✦Brief Analysis and Personal Study
✦Moodboard and Concept Design
✦Asset Creation
✦3D Compositing
✦Lighting and Rendering
✦Camera Tracking and Cutscene Composition
✦Performance Optimization
✦Feedback and Reflection
Project Overview "Year 1 - Character Pipeline", AIE
This project involves the creation of a fully textured, rigged and posed video game character based on an existing concept art created by Alex Braun. This project follows a structured workflow that included the following:✦Brief Analysis and Research
✦Modeling and Workflow choice (Polygon or High-to-Low workflows)
✦Texturing and PBR materials
✦Rigging and Posing
✦Presentation and Lighting
✦Feedback and Reflection
Project Overview "Time For Hats - Goop Games", AIE
Our major production for 2023 consisted of a team of 5 students including myself and a time frame of 6 weeks.
"Time for Hats" was a team-driven, multi-disciplinary project that involves developing an arcade style video game. In "Time for Hats" players must face off against whimsical, hat-wearing slime enemies and extract before becoming overwhelmed.
This assessment focuses on planning, resource management, and a stakeholder presentation.My own contribution included:✦Pre-production
✦Risk and Resource Management
✦Asset Creation of the weapons, slimes, foliage, sprite sheet faces.
✦Accessories and UI Elements (hats, logo, title screen text)
✦Feedback and Reflection
✦Presentation and Stakeholder Approval
Project Overview "Year 2 - Character Pipeline"
This project involved the creation of a bipedal character that is fully textured and rigged based on a pre-exsisting concept art.
For my project, I reached out to Alina Ivoilova to get their permission to recreate their piece "Demon moth Sinfal".
This project followed a structured workflow as follows:
✦Brief Analysis and Research
✦Pre-Production and Asset Planning
✦Modeling and Workflow choice (High to Low)
✦UV Mapping
✦Texturing and Exporting Materials
✦ Rigging and Posing
✦Creating animations
✦Creating BS, AnimBP for animation to work with locomotion
✦Presentation and Lighting
✦Feedback and Reflection
Jasmine Eley
3D Artist Specializing in Bipedal Creature Modeling
Let's connect if you're interested in collaborations or learning more about my work!