Mastering Unreal Technology: The Art of Level Design
Autor Jason Busby, Zak Parrish, Joel VanEenwyken Limba Engleză Mixed media product – dec 2004
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Specificații
ISBN-13: 9780672326929
ISBN-10: 0672326922
Pagini: 984
Dimensiuni: 187 x 232 mm
Greutate: 1.62 kg
Ediția:1
Editura: Pearson Education
Colecția Sams
Locul publicării:Indianapolis, United States
ISBN-10: 0672326922
Pagini: 984
Dimensiuni: 187 x 232 mm
Greutate: 1.62 kg
Ediția:1
Editura: Pearson Education
Colecția Sams
Locul publicării:Indianapolis, United States
Cuprins
Introduction.
I. THE UNREAL UNIVERSE.
1. Unreal Technology: The Big Picture.
Unreal and Its History
The Unreal Engine
Introduction to the Unreal Engine
The Components
Overview of Component Interaction
Engineering New Worlds with the Unreal Engine
Game Assets
The Tools
Summary
2. The Process of Game Development.
Building Your Foundation: Before Production
Developing Your Idea
The Player's Perspective
Gathering the Team
Refining Your Ideas with the Team
Creating a Production Schedule
Beginning Construction: During Production
Maintaining the Schedule
Dealing with Delays
Bringing It Together
Testing and Acquiring Feedback
Internal Testing: Alpha
External Testing: Beta
Remodeling and Closing: Ending Production
What to Do with Beta Test Info
When to Stop Beta Testing
Finalizing and Releasing
Summary
3. Creating Your First Level with UnrealEd.
What Is UnrealEd?
The Subtractive Method of Level Creation
Rebuilding
The Anatomy of an Unreal Level
World Geometry
Actors
Some Assembly Required
A Quick Tour Around the User Interface
The Main Menu Bar
The Toolbar
The Toolbox
The Viewports
The Console Bar
The Browsers
Property Windows
Working in 3D Space
2D Versus 3D
Positive and Negative Directions
Creating Your First Room
Subtracting Out Space: How Tall?
Brushes in Depth
Navigation in UnrealEd
Moving Actors
Creating Your First Map
Subtracting the First Room
Adding Textures
Texture Fitting
Making the Level Functional
Expanding the Level: Creating Objects and Adding Lights
The Window and Hangar
Adding Detail: Static Meshes
The Static Mesh Browser
Placing Static Meshes
Decorating with Static Meshes
Summary
4. Advanced Brush Techniques.
BSP Theory
Polygons
BSP Trees
Brushes from Other Brushes
The Intersect Tool
The De-Intersect Tool
Brush Manipulation
Vertex Editing
Face Dragging
Brush Clipping (2D and 3D)
Freehand Polygon Drawing
The 2D Shape Editor
User Interface Overview
Shape Editing
Using the 2D Shape Editor to Create a Simple Level
Brush Solidity
Solid Brushes
Semi-Solid Brushes
Non-Solid Brushes
Saving Brushes (u3d Files)
Importing/Exporting Brushes
Summary
5. Terrain.
What Is Terrain?
The Components of Terrain
Terrain Zoning with the ZoneInfo Actor
Using the TerrainInfo Actor
Controlling Terrain with the Height Map
Layers
DecoLayers
Altering Terrain with the Terrain Editing Dialog
Lighting Terrains with Sunlight
The Skybox
What Are Skyboxes?
How Does a Skybox Work?
A Closer Look at Terrain Editing
Terrain Editing User Interface
Height Map Editing Tools
The Select Tool
Applying the Terrain Editing Tools
TerrainInfo Properties
Texture Layer Editing Tools
Painting
Smoothing
Noise
Tex Pan
Tex Rotate
Tex Scale
Editing Terrain Texture
DecoLayers
Summary
6. Working with Volumes.
Concept of Volumes
Basic Volume
Volume Properties
DecoList
BlockingVolume
PhysicsVolume
WaterVolume
LavaVolume
XfallingVolume
LadderVolume
Summary
7. Lighting in Unreal.
Light Concepts
Light Maps
Light Placement
Light Classification
Static Lights
Dynamic Lights
Light Properties
Light Color
Light Radius
Light Type and Light Effects
Directional Lights
Lighting Workflow
Light Creation
Viewing Lights
Working with Light Effects
Rebuilding Lights
Light Map Size
Lighting Surfaces
World Geometry
Static Meshes, Meshes, and Movers
Terrain
Particles
Advanced Lighting Effects
Scaling Lights
Using SpecialLit
Ambient Lighting
Emitting Light from Other Actors
Coronas
Using a TriggerLight
Projectors
Using Projectors
Common Lighting Pitfalls
Summary
8. Creating Materials in Unreal.
Textures
Creating a Texture
Importing a Texture
The Texture Properties Window
Texture Properties
Shaders
Diffuse and Specularity Maps
Opacity Maps
Self-Illumination Maps
Other Properties
Modifiers
The Color Modifier
The TexOscillator Modifier
The TexPanner Modifier
The TexRotator Modifier
The TexScaler Modifier
The Combiner Modifier
Creating Reflective Surfaces with Cubemaps and TexEnvMaps
Final Blend Material
Using a ScriptedTexture
Summary
9. Interactive Elements.
Movers
Creating the First Door
Introduction to Triggers
Creating a MessageTrigger
Elevators
A Simple Elevator: UseTrigger
Complex Elevator Overview
Jump Pads
Teleporters
Summary
II. ADVANCED DESIGN TECHNIQUES.
10. Creating Particle Effects.
Particle Theory
Emitter Types
SpriteEmitter
SparkEmitter
MeshEmitter
BeamEmitter
TrailEmitter
Summary
11. The Karma Physics Engine.
Karma Theory
General Karma Properties
Karma Collision Primitives
Constraints
KBSJoint
KconeLimit
Khinge
Ragdolls
The Karma Authoring Tool (KAT)
The KAT Interface
Workspaces
Viewports
Summary
12. Advanced Bot/AI Navigation.
Basics of Bot Navigation
Design Considerations
Tools for Debugging
Diagnosing Problems with the Map Check Dialog Box
Console Commands
Pathing
Jump Pads and Teleporters
Jump Spots
Doors
Lifts
Ladders
Advanced Pathing
AssaultPaths
Defense Points and Sniping Points
Vehicle Navigation
Summary
13. Matinee: Creating Custom Cinematics.
Introduction to the World of Machinima
Overview of the Matinee System
The Matinee Interface
The Scenes Tab
The Actions Tab
The Sub Actions Tab
The Tools Tab
Creating a Simple Matinee Sequence
Working with the Scene Manager
Triggering the Matinee Sequence
Controlling the Camera Path
Creating Camera Pauses and Camera Cuts
A Closer Look at Sub Actions
Setting Camera Orientation
Introducing Fades
Using Matinee to Control Actors
Adding Text to Your Cutscenes
Adding a More Cinematic Feel
Automatically Launching the Movie
Changing Levels with Matinee
Summary
14. Creating Scripted Sequences.
Using an Actions List
Using Latent and Non-latent Actions
Controlling xPawns
Logical Conditions
Summary
15. Level Optimization (Zoning) and Distribution.
Introduction to Level Optimization
Zoning
Antiportals
Distance Fog
Terrain Optimization
Profiling and Debugging
Viewport Display Modes
Console Commands
Summary
16. Gametypes.
Setting Level Properties
Deathmatch-Style Gametypes
Adding Weapons
Deathmatch Design Considerations
Capture the Flag (CTF)
CTF Design Considerations
Double Domination
Design Considerations for Double Domination
Bombing Run
Design Considerations for Bombing Run
Onslaught
Design Considerations for Onslaught
Assault
Summary
III. EXTERNAL DESIGN.
17. Overview of Maya.
Y-Up Versus Z-Up
Maya Theory
Nodes and Connections
Construction History
Overview of the User Interface
The Viewports
The Main Menu Bar and Menu Sets
The Status Line
The Shelf
The Channel Box and Layer Editor
The Attribute Editor
The Time and Range Sliders
The Toolbox and Layout Selection
The Hotbox
The Hypershade
The Hypergraph
Object Manipulation
Object Mode
Component Mode
Summary
18. Polygonal Modeling Tools.
Modeling Terminology
Modeling Methods
Box Modeling
Polygon Creation
Understanding the Tool Options and Display Settings in Maya
Polygon Modeling in Maya
Creating Polygons
Adding to Existing Polygons
Combining Objects
Using Booleans
Mirroring
Smoothing Versus Averaging Vertices
Triangulation
Cleaning Up Your Polygons
Editing Polygons
Subdividing Polygons
Splitting Polygons
Extrusions
Chamfering Vertices and Beveling Edges
Cutting Faces
Wedging Faces
Merging Vertices
Flipping Triangle Edges
Adjusting Surfaces and Hard Edges
Summary
19. The Art of Texturing in Maya.
UVs and the UV Coordinate System
The UV Texture Editor
The Menu Bar
The Toolbar
The Viewport
Mapping Uvs
Mapping Methods
Creating UV Layouts
Creating Textures from UV Layouts
UV Layouts for Characters
Considerations for UV Layouts
Summary
20. Static Meshes.
The Importance of Static Meshes
Preparing to Model
Adjusting the Grid
Creating a Project
Modeling the Catwalks
Creating the Base Catwalk
Constructing the Straight Catwalk
Making a Ramp
Making a Turn
Building a T-Intersection
Building a Four-Way Intersection
Collision Models
Exporting Models to UnrealEd
Texturing Your Static Meshes in UnrealEd
Summary
21. Character Modeling.
Preparation
Concept Art
Image Planes
The Modeling Process
Modeling and Animation
The Character
Modeling the Torso
Modeling the Legs
Modeling the Arms
Modeling the Feet
Modeling the Hand
Modeling the Head
Summary
22. Importing Characters into UnrealEd.
What Are Skeletons?
Introduction to Maya Joints
Parenting
Joints and Parenting
Joints and Rotation
Using the Joint Tool
Joints and Local Rotation Axes
Manipulating Joints
Binding a Character to a Skeleton: Skinning
Introduction to Smooth Bind
Adjusting Joint Influence
Importing a Character Without Custom Animation
Importing a Skeleton
Skinning a Character
Adjusting the Skin Weights
Exporting the Character
Getting the Character Ready for Gameplay
Creating the Character's Portrait
The UPL File and Testing the Character In-game
Summary
23. Character Animation.
Introduction to Animation
Popular Animation Methods in Maya
Keyframes
Reactive Animation
Animation Choices-FK Versus IK
IK Solvers
Single Chain IK Solvers
Rotate Plane IK Solvers
IK Spline Solvers
Constraints
Selection Handles
Character Rigs: What They Are and Why We Need Them
Creating the Character Rig
Skinning the Character
Animating the Character
Pose-to-Pose Animation
Creating Custom Animation Cycles
Exporting Custom Animations into UnrealEd
Summary
APPENDIX A. The UnrealEd Manual.
The Main Menu Bar
The Toolbar
File Options
Undo and Redo
Search for Actor
Browsers
Editors
Properties
Building
Play Level
Help
The Toolbox
Camera and Utilities Area
Brush Clipping Area
Brush Primitives Area
CSG Operations Area
Selections and Movement Area
Mirroring and Miscellaneous Area
The Viewports
Viewport Controls
Viewport Control Bar
Viewport Control Bar Context Menu
The Console Bar
The Text Field
The Log Window
Lock Selections
Vertex Snap
Drag Grid
Rotation Grid
Maximize Viewport
DrawScale3D
Browsers
The Actor Class Browser
The Group Browser
The Music Browser
The Sound Browser
The Textures Browser
The Mesh Browser
The Prefab Browser
The Static Mesh Browser
The Animation Browser
Editor Windows
Search for Actors
The 2D Shape Editor
The UnrealScript Editor
Property Windows
Actor Properties
Surface Properties
INDEX.
I. THE UNREAL UNIVERSE.
1. Unreal Technology: The Big Picture.
Unreal and Its History
The Unreal Engine
Introduction to the Unreal Engine
The Components
Overview of Component Interaction
Engineering New Worlds with the Unreal Engine
Game Assets
The Tools
Summary
2. The Process of Game Development.
Building Your Foundation: Before Production
Developing Your Idea
The Player's Perspective
Gathering the Team
Refining Your Ideas with the Team
Creating a Production Schedule
Beginning Construction: During Production
Maintaining the Schedule
Dealing with Delays
Bringing It Together
Testing and Acquiring Feedback
Internal Testing: Alpha
External Testing: Beta
Remodeling and Closing: Ending Production
What to Do with Beta Test Info
When to Stop Beta Testing
Finalizing and Releasing
Summary
3. Creating Your First Level with UnrealEd.
What Is UnrealEd?
The Subtractive Method of Level Creation
Rebuilding
The Anatomy of an Unreal Level
World Geometry
Actors
Some Assembly Required
A Quick Tour Around the User Interface
The Main Menu Bar
The Toolbar
The Toolbox
The Viewports
The Console Bar
The Browsers
Property Windows
Working in 3D Space
2D Versus 3D
Positive and Negative Directions
Creating Your First Room
Subtracting Out Space: How Tall?
Brushes in Depth
Navigation in UnrealEd
Moving Actors
Creating Your First Map
Subtracting the First Room
Adding Textures
Texture Fitting
Making the Level Functional
Expanding the Level: Creating Objects and Adding Lights
The Window and Hangar
Adding Detail: Static Meshes
The Static Mesh Browser
Placing Static Meshes
Decorating with Static Meshes
Summary
4. Advanced Brush Techniques.
BSP Theory
Polygons
BSP Trees
Brushes from Other Brushes
The Intersect Tool
The De-Intersect Tool
Brush Manipulation
Vertex Editing
Face Dragging
Brush Clipping (2D and 3D)
Freehand Polygon Drawing
The 2D Shape Editor
User Interface Overview
Shape Editing
Using the 2D Shape Editor to Create a Simple Level
Brush Solidity
Solid Brushes
Semi-Solid Brushes
Non-Solid Brushes
Saving Brushes (u3d Files)
Importing/Exporting Brushes
Summary
5. Terrain.
What Is Terrain?
The Components of Terrain
Terrain Zoning with the ZoneInfo Actor
Using the TerrainInfo Actor
Controlling Terrain with the Height Map
Layers
DecoLayers
Altering Terrain with the Terrain Editing Dialog
Lighting Terrains with Sunlight
The Skybox
What Are Skyboxes?
How Does a Skybox Work?
A Closer Look at Terrain Editing
Terrain Editing User Interface
Height Map Editing Tools
The Select Tool
Applying the Terrain Editing Tools
TerrainInfo Properties
Texture Layer Editing Tools
Painting
Smoothing
Noise
Tex Pan
Tex Rotate
Tex Scale
Editing Terrain Texture
DecoLayers
Summary
6. Working with Volumes.
Concept of Volumes
Basic Volume
Volume Properties
DecoList
BlockingVolume
PhysicsVolume
WaterVolume
LavaVolume
XfallingVolume
LadderVolume
Summary
7. Lighting in Unreal.
Light Concepts
Light Maps
Light Placement
Light Classification
Static Lights
Dynamic Lights
Light Properties
Light Color
Light Radius
Light Type and Light Effects
Directional Lights
Lighting Workflow
Light Creation
Viewing Lights
Working with Light Effects
Rebuilding Lights
Light Map Size
Lighting Surfaces
World Geometry
Static Meshes, Meshes, and Movers
Terrain
Particles
Advanced Lighting Effects
Scaling Lights
Using SpecialLit
Ambient Lighting
Emitting Light from Other Actors
Coronas
Using a TriggerLight
Projectors
Using Projectors
Common Lighting Pitfalls
Summary
8. Creating Materials in Unreal.
Textures
Creating a Texture
Importing a Texture
The Texture Properties Window
Texture Properties
Shaders
Diffuse and Specularity Maps
Opacity Maps
Self-Illumination Maps
Other Properties
Modifiers
The Color Modifier
The TexOscillator Modifier
The TexPanner Modifier
The TexRotator Modifier
The TexScaler Modifier
The Combiner Modifier
Creating Reflective Surfaces with Cubemaps and TexEnvMaps
Final Blend Material
Using a ScriptedTexture
Summary
9. Interactive Elements.
Movers
Creating the First Door
Introduction to Triggers
Creating a MessageTrigger
Elevators
A Simple Elevator: UseTrigger
Complex Elevator Overview
Jump Pads
Teleporters
Summary
II. ADVANCED DESIGN TECHNIQUES.
10. Creating Particle Effects.
Particle Theory
Emitter Types
SpriteEmitter
SparkEmitter
MeshEmitter
BeamEmitter
TrailEmitter
Summary
11. The Karma Physics Engine.
Karma Theory
General Karma Properties
Karma Collision Primitives
Constraints
KBSJoint
KconeLimit
Khinge
Ragdolls
The Karma Authoring Tool (KAT)
The KAT Interface
Workspaces
Viewports
Summary
12. Advanced Bot/AI Navigation.
Basics of Bot Navigation
Design Considerations
Tools for Debugging
Diagnosing Problems with the Map Check Dialog Box
Console Commands
Pathing
Jump Pads and Teleporters
Jump Spots
Doors
Lifts
Ladders
Advanced Pathing
AssaultPaths
Defense Points and Sniping Points
Vehicle Navigation
Summary
13. Matinee: Creating Custom Cinematics.
Introduction to the World of Machinima
Overview of the Matinee System
The Matinee Interface
The Scenes Tab
The Actions Tab
The Sub Actions Tab
The Tools Tab
Creating a Simple Matinee Sequence
Working with the Scene Manager
Triggering the Matinee Sequence
Controlling the Camera Path
Creating Camera Pauses and Camera Cuts
A Closer Look at Sub Actions
Setting Camera Orientation
Introducing Fades
Using Matinee to Control Actors
Adding Text to Your Cutscenes
Adding a More Cinematic Feel
Automatically Launching the Movie
Changing Levels with Matinee
Summary
14. Creating Scripted Sequences.
Using an Actions List
Using Latent and Non-latent Actions
Controlling xPawns
Logical Conditions
Summary
15. Level Optimization (Zoning) and Distribution.
Introduction to Level Optimization
Zoning
Antiportals
Distance Fog
Terrain Optimization
Profiling and Debugging
Viewport Display Modes
Console Commands
Summary
16. Gametypes.
Setting Level Properties
Deathmatch-Style Gametypes
Adding Weapons
Deathmatch Design Considerations
Capture the Flag (CTF)
CTF Design Considerations
Double Domination
Design Considerations for Double Domination
Bombing Run
Design Considerations for Bombing Run
Onslaught
Design Considerations for Onslaught
Assault
Summary
III. EXTERNAL DESIGN.
17. Overview of Maya.
Y-Up Versus Z-Up
Maya Theory
Nodes and Connections
Construction History
Overview of the User Interface
The Viewports
The Main Menu Bar and Menu Sets
The Status Line
The Shelf
The Channel Box and Layer Editor
The Attribute Editor
The Time and Range Sliders
The Toolbox and Layout Selection
The Hotbox
The Hypershade
The Hypergraph
Object Manipulation
Object Mode
Component Mode
Summary
18. Polygonal Modeling Tools.
Modeling Terminology
Modeling Methods
Box Modeling
Polygon Creation
Understanding the Tool Options and Display Settings in Maya
Polygon Modeling in Maya
Creating Polygons
Adding to Existing Polygons
Combining Objects
Using Booleans
Mirroring
Smoothing Versus Averaging Vertices
Triangulation
Cleaning Up Your Polygons
Editing Polygons
Subdividing Polygons
Splitting Polygons
Extrusions
Chamfering Vertices and Beveling Edges
Cutting Faces
Wedging Faces
Merging Vertices
Flipping Triangle Edges
Adjusting Surfaces and Hard Edges
Summary
19. The Art of Texturing in Maya.
UVs and the UV Coordinate System
The UV Texture Editor
The Menu Bar
The Toolbar
The Viewport
Mapping Uvs
Mapping Methods
Creating UV Layouts
Creating Textures from UV Layouts
UV Layouts for Characters
Considerations for UV Layouts
Summary
20. Static Meshes.
The Importance of Static Meshes
Preparing to Model
Adjusting the Grid
Creating a Project
Modeling the Catwalks
Creating the Base Catwalk
Constructing the Straight Catwalk
Making a Ramp
Making a Turn
Building a T-Intersection
Building a Four-Way Intersection
Collision Models
Exporting Models to UnrealEd
Texturing Your Static Meshes in UnrealEd
Summary
21. Character Modeling.
Preparation
Concept Art
Image Planes
The Modeling Process
Modeling and Animation
The Character
Modeling the Torso
Modeling the Legs
Modeling the Arms
Modeling the Feet
Modeling the Hand
Modeling the Head
Summary
22. Importing Characters into UnrealEd.
What Are Skeletons?
Introduction to Maya Joints
Parenting
Joints and Parenting
Joints and Rotation
Using the Joint Tool
Joints and Local Rotation Axes
Manipulating Joints
Binding a Character to a Skeleton: Skinning
Introduction to Smooth Bind
Adjusting Joint Influence
Importing a Character Without Custom Animation
Importing a Skeleton
Skinning a Character
Adjusting the Skin Weights
Exporting the Character
Getting the Character Ready for Gameplay
Creating the Character's Portrait
The UPL File and Testing the Character In-game
Summary
23. Character Animation.
Introduction to Animation
Popular Animation Methods in Maya
Keyframes
Reactive Animation
Animation Choices-FK Versus IK
IK Solvers
Single Chain IK Solvers
Rotate Plane IK Solvers
IK Spline Solvers
Constraints
Selection Handles
Character Rigs: What They Are and Why We Need Them
Creating the Character Rig
Skinning the Character
Animating the Character
Pose-to-Pose Animation
Creating Custom Animation Cycles
Exporting Custom Animations into UnrealEd
Summary
APPENDIX A. The UnrealEd Manual.
The Main Menu Bar
The Toolbar
File Options
Undo and Redo
Search for Actor
Browsers
Editors
Properties
Building
Play Level
Help
The Toolbox
Camera and Utilities Area
Brush Clipping Area
Brush Primitives Area
CSG Operations Area
Selections and Movement Area
Mirroring and Miscellaneous Area
The Viewports
Viewport Controls
Viewport Control Bar
Viewport Control Bar Context Menu
The Console Bar
The Text Field
The Log Window
Lock Selections
Vertex Snap
Drag Grid
Rotation Grid
Maximize Viewport
DrawScale3D
Browsers
The Actor Class Browser
The Group Browser
The Music Browser
The Sound Browser
The Textures Browser
The Mesh Browser
The Prefab Browser
The Static Mesh Browser
The Animation Browser
Editor Windows
Search for Actors
The 2D Shape Editor
The UnrealScript Editor
Property Windows
Actor Properties
Surface Properties
INDEX.
Notă biografică
Jason "Buzz" Busby is the president/CEO of 3D Buzz, Inc., a company dedicated to teaching the world the arts and skills behind today's hottest 3D industries, including gaming, film, and visualization. Through his website, http://www.3DBuzz.com, Buzz distributes his signature Video Training Modules (VTMs), which contain hours of training content that is professional, informative, and entertaining. Buzz is also the Director of Animation at The Renaissance Center in Dickson, Tennessee, where he offers his students a unique insight into the world of Alias Maya and Discreet 3ds max.
Zak Parrish is currently an animation instructor at The Renaissance Center, where he teaches both Alias Maya and Discreet 3ds max. For the past two years, he has worked with Jason Busby and 3D Buzz, Inc. to help provide top-quality education to students across the world. His work can be seen on many of the 3D Buzz VTMs as well as in the UT2004 Special Edition training video series. In what little spare time he manages, he is also seeking his bachelor of fine arts degree at Austin Peay State University.
Joel Van Eenwyk grew up in China, where his parents both work as teachers. He attendedpublic school in China for four years and was then homeschooled by his mother. Joel developed an interest in computer programming and was soon writing programs to help with his homework. At 17, Joel traveled to the United States to further his education at a community college in Kansas. During that time, he attended an intensive four-week training program on Alias Maya, instructed by Jason Busby. After completing a one-year internship with 3D Buzz, Joel is currently seeking his computer science degree at the University of Kansas.
Zak Parrish is currently an animation instructor at The Renaissance Center, where he teaches both Alias Maya and Discreet 3ds max. For the past two years, he has worked with Jason Busby and 3D Buzz, Inc. to help provide top-quality education to students across the world. His work can be seen on many of the 3D Buzz VTMs as well as in the UT2004 Special Edition training video series. In what little spare time he manages, he is also seeking his bachelor of fine arts degree at Austin Peay State University.
Joel Van Eenwyk grew up in China, where his parents both work as teachers. He attendedpublic school in China for four years and was then homeschooled by his mother. Joel developed an interest in computer programming and was soon writing programs to help with his homework. At 17, Joel traveled to the United States to further his education at a community college in Kansas. During that time, he attended an intensive four-week training program on Alias Maya, instructed by Jason Busby. After completing a one-year internship with 3D Buzz, Joel is currently seeking his computer science degree at the University of Kansas.