Crafting Games with Maya: Windmill Jumper

Learn the basics of game design! In this set of tutorials, we will walk you through the steps to create a game called "Windmill Jumper". You will learn how to model game elements, texture and sculpt those elements, create characters, rig and animate those characters, and move all of these assets into the game engine. This game design process teaches a strategic and holistic workflow that includes taking designs all the way from concept sketches into production with Maya, Mudbox, and Mental Ray.

Year Published: 
2014

Software Covered: 

Related Autodesk Certification

Part 1: Modeling and Unwrapping Assets

In this set of video tutorials, you'll use Maya, Mudbox, and mental ray create wood planks, stone walls, and a windmill. Along the way you'll learn the basics of creating textures, terraforming, creating objects from sketches and reference imagery, and importing your models to the game engine.

Part 2: Rigging

In part two of the Windmill Jumper game design process, you'll learn how to rig and animate characters for games. First you'll follow a strategic approach for creating and articulating the rig. Then you'll create the poses and motions that will bring the character to life in the game.

Authors

Adam Crespi
Adam
Crespi
M. Ed., Autodesk Certification Evaluator
The Art Institute of Seattle - Senior Instructor, School of Media
Adam Crespi is a renowned educator and trainer in 3D applications for computer-generated imagery. He has been teaching at the university level since 2000, and has been working in design visualization and animation since 1993. He has taught at The Art Institute of California — Orange County and DigiPen Institute of Technology, and he is currently teaching at The Art Institute of Seattle. Adam has lectured at numerous conferences and schools, including Autodesk University, Montana State University, The University of Oklahoma, and SIGGRAPH. Adam is also an Autodesk Certification Evaluator in 3ds Max and Maya. Adam holds a Bachelor of Architecture from the University of Southern California and a Master of Education from Argosy University. He wrote Achieving Invisibility: Architectural Visualization in 3ds Max (Fairchild Publishing) and the Autodesk Workbook for Design Visualization for the Solar Decathlon Competition. He has also helped design exams and training materials for Autodesk.