Timothy Rapp – Content Production for Video Games – Episode 26

Timothy shows how he uses ZBrush 4R8 to create ‘Disc Jam’, a fast-paced action-sports game, bringing models straight into the Unreal Engine.

Highlights from this broadcast:
-Environment block out for games
-Using ZModeler in place of traditional BSP level design
-Discussed pre-vis workflows and why they’re necessary

Content Production for Video Games More Scheduled Streams Coming Soon! Segment Summary: "I'll be sharing some of the tips and tricks I've picked up as an engineer-turned-artist in charge of Disc Jam's art pipeline!" Location: Los Angeles, California Hometown: Las Vegas, Nevada How Did You Discover ZBrush? "I first heard of ZBrush during the ZBrush 3.5 release, having previously worked in 2D art only. I tried digital sculpting and have been hooked ever since!" Sculpting Experience: 5 years Most Used/Favorite Feature: DynaMesh Previous Works, Industry Experience & Highlights: Activision, Engineering Lead for the Black Ops 3 core movement overhaul. Fun Facts: "All of my professional experience is in engineering (not art)."