Saturday, September 24, 2011
Thursday, September 22, 2011
Sunday, July 24, 2011
Gears of War 3: Crescendo
This is by far my favorite GOW3 video to date.
Tuesday, July 19, 2011
VFX Optimization in UE3
Saturday, July 16, 2011
Progress
Monday, May 2, 2011
Gears of War 3
Monday, December 6, 2010
Atmospherics in Games
Singularity Atmospherics from Tim Elek on Vimeo.
I have already written a developer diary entry for Raven on this topic, but in case that diary disappears in the future I thought I might put more thoughts on the matter here.
Link to the Dev Diary
During the development of Singularity (Sing) there were a ton of opportunities to really bring the environment alive through the use of VFX. I am a big fan of story driven games and I always felt like really moody atmospheres help to give the player that elusive suspension of disbelief.
In my mind VFX can strongly aid in the suspension of disbelief and aid in setting up a subconscious sense of the space for the player. I am talking about subtle effects the player may not necessarily take note of, but feel as a part of the whole experience. For instance, a thick layer of fog set low to the ground gives an almost magical feel to the environment. These effects can also give the audio team visual cues to build on which help bring the world to life. Dripping water, steam rising from a humming machine, vents blowing as heat and smoke are belched forth, wind rustling leaves through the air, kicking dust and debris off of the ground...the possibilities are endless.
In the case of Sing there was the entire "Raise the Freighter" level which gave us so many great reasons to use particle and material effects to give the player the impression that the boat was coming apart around you and ready to sink at any moment.
One consistent comparison Singularity received was to Bioshock, and I don't suspect that it is only because of game mechanics or the use of the Unreal Engine. There are many folks at Raven who were inspired by that game. As an effects artist I too felt like the level of ambiance bestowed upon Rapture by the VFX team was unique for the time, and I found it to be highly inspirational. It is no coincidence that we worked as hard as we could to make Singularity as ambient as possible.
Of course there are a ton of games starting to really sell the environments through more use of VFX and the Call of Duty series seems to be leading the way. I had the opportunity to work with the COD tools during the short stint I did on Black Ops prior to my departure from Raven.
The above videos are just a snippet of some of the atmospherics used in Sing and Wolf, but I feel strongly that VFX really are one of the keys to the future development of game environments. Once we can properly light effects and better integrate them into the world we will really start to see environments begin to come alive.
Thursday, November 25, 2010
Making Changes
This past August I decided to make a significant career change. Raven Software is undergoing some changes which the management of the studio feels are exciting and a good direction for the future of Raven. I wish them only the best of luck.Ultimately I felt this new direction for Raven did not quite align with my own career goals and after much deliberation I decided it was time to move on from Raven. The reasons are numerous and mostly covered by NDA so I cannot disclose specifics.
I am however incredibly happy that my wife and I will be packing up our lives again and moving to the Raleigh, NC area so I can begin work for Epic Games.
I am incredibly excited about this opportunity and completely intimidated and nervous. I have met the entire VFX team and was impressed by each and every one of them. Looking forward there are many opportunities to learn from every person on the team and I welcome the chance to see new methodologies. Most of all I am excited to be a part of a team of artists pushing the boundaries of the technology, and it appears Epic fosters a creative environment where artists share techniques and play off of the strengths of each other.
Wednesday, November 24, 2010
Being an FX artist
Very recently my wife was going through some of the videos on her iPhone when she came across this particular movie. After 12 years of marriage she did not need to ask me, what is this for? She just asked if I still need it.
For most of my life I have been categorized by many people outside the game industry as "weird," especially those of the female persuasion. But tonight while going through some of my emails I came across this reference and realized this sort of observational curiosity is really what separates VFX artists, and in many cases most artists from "normal people."
Now, this is by no means a new thought for me, nor is it a criticism of "normal people." I only use the term "normal" because so often I have been called "weird" for pointing out that purple color in the sky while attending a baseball game... I have realized for quite some time that I tend to notice subtleties that others might not pick up on, and in some cases with folks who are not artistic they cannot seem to get why I spend the time looking. At one point in my life I just plain stopped sharing those thoughts with anyone besides my wife, until I entered the game industry.
Some of the most talented people I have met during my time in this industry also happen to be the most observational, pointing out the "weird" things like the amount of color and saturation in a shadow, the behavior of a drop of water, or even that one strange cloud in a vast blue sky that would never "make it" in our game world where it would just look wrong. I still recall the realization one late night that every moment in film and in gaming is crafted to simulate those "special moments" in real life where the world around you just feels unique, that magic hour lasts all day and all night in our game worlds.
Typically there will be something just off, timing of a flash will be too long, or too short...not enough color, the wrong color, too few components or too many. This is not rocket science, and by no means a new idea, but for me it is more of a reminder to slow down and really explore and enjoy what it is you are doing.
Tuesday, September 7, 2010
Random Drawings
When I am not tied up creating explosions and muzzle flashes I also like to sketch and draw. I have quite a few ideas knocking around inside my head for characters, locations, stories, and entire game worlds.Sometimes when I am waiting on a render, or data to compile I put those ideas down in a sketch book or on a sheet of printer paper. It doesn't really matter as long as I get a little bit of time to draw here and there.
Some of these are older, some are newer and different scales...some are figure drawings from observation and some are just out of my skull...
Figures from Observation


"Figurative Fireworks"
This is a character I keep coming back to...mohawk and goggles...he reminds me of Mel Gibson's sidekick in The Road Warrior.

Monday, August 30, 2010
More UDK
This sort of secondary behavior is something I am very interested in and often times feel is lacking in lots of effects in games. We have a tendency to be so constrained by budgets it is tough to think beyond the primary effect.
fireball_test_05 from Tim Elek on Vimeo.
Just for sake of illustration here is an image of the source texture I created for the test. This version is a very compressed jpeg, the targa is much higher quality.
I mostly use a combination of painting in photoshop, photo-mashup and Maya's fluid dynamics systems to generate my art. Even if it is not an animated page there are tons of good frames in a well executed sim. Often times I even use Maya's other dynamic systems to create regular textures like noise, lens flares, halos, water surface normals, fluttering paper and fabric, the list goes on. The great part about using something like Maya to generate your texture has to do with creation of similar effects in the future, or offshoots of a particular effects look. Instead of searching for stock footage or finding images, you have a scene file that has settings you know already work. Just go in the file, tweak some values and tune the visual to what you need and re-render. Want it higher resolution? Re-render...want the lighting to be different? Re-render...want more detail in the flames? Re-render...This process takes longer than rotoscoping some stock footage, however when were you able to take your stock footage from 300 frames to 600 frames without loosing quality? Or could you speed up the swirling in your smoke without speeding up the footage?
Maya is also not the only bag of tricks out there either, many people swear by FumeFX for Max, Houdini has an entire system, and XSI even has their new dynamics system that looks interesting.
The other upshot, if some of these systems ever make it into games (Little Big Planet uses 2d fluid sims for smoke and fire) at least you have a leg up on the technology as well.
Tuesday, August 24, 2010
Personal Studies in the UDK
Main goals
1> Better fluid renders
2> Better dissipation on main explosion fireball
3> More detail in the smoke and flame
4> Tight timing and execution on all aspects
5> A good level of depth to the particles with as little overdraw as possible
6> Do it all with less than 8 texture calls and 4 DXT 5 textures
fireball_test_04 from Tim Elek on Vimeo.
Getting a good fluid is very challenging to do from scratch. At each job I have had I began crafting explosion textures all over again because the previous employer owned the rights to the fluid containers. So in my spare time I am going to begin creating my own personal library of containers to save time in the future, and to have knowledge (each containers settings have loads of good info in them) of how I achieved specific results available to me at any time.
This is proving to be very fun, and having access to Unreal at home via the UDK is crazy helpful.
Some Concepts

Being an effects artist I don't often get a good chunk of time to work on concepts. Sometimes however I have an idea I really want to illustrate, or I need to work up comps for myself so I can retain all of the ideas I want to convey in the project.
In the case of effects muzzle flashes and explosions can be so easy to just hop in the editor and start working on with no concept of relative scale. To avoid this mistake I spent some time mocking up muzzle flashes in Photoshop. I also wanted each flash to have some distinguishing characteristic that made it unique to that weapon.
All weapons of course need cause and effect visuals in order to communicate messages to the player. These are normally weapon impacts or squibs...I like to generate a visual scale reference for these items as well so I can just check my work against a concept.
Often times I need a particular look, or a visual that I cannot achieve on my own. Since I am a visual being and rely on lots of art speak with a little technical mubo-jumbo mixed in I often times paint up what I need in photoshop and then show it to more tech savvy folks like engineers or technical artists. In the case of our explosion post process (PP) for Singularity I painted up this concept to show the engineers how I wanted increased saturation, contrast, and color tinting to the scene in very specific locations, based scene depth and the impact location. You can also see the radial blur PP in this concept here.
Other times I whip up a quick painting just for fun. I cannot attest to being the greatest painter in the world, but it is usually enough for me to hand off to an Art Director who can give it to a proper concept artist if it is deemed worthy. Some of these paintings made it into games at Raven, while others weren't quite what we needed for the game.

Sometimes I have ideas that don't really relate to my discipline, but perhaps would benefit the game in some manner. This concept was an idea I had for Singularity's menu system. The idea was to use the menus to better communicate the story progression to the player. As the player progresses through the game, nodes would appear on the two timelines showing the user which timeline certain events took place. These nodes could also be used as checkpoints to allow players to go back and play sections of the game. Our story was a bit difficult to follow at times with the multiple time periods, time waves, and portals between timelines, so I thought we could utilize the menus to better inform the player experience.
This is the menu without any nodes selected.
When you highlight a menu, the player is given a list of options available at the node, and some post effects would help sell the selection.
The idea was abandoned, but this is an example of how I think about the entire project and not just the one piece of the puzzle I am tasked with doing. I like to play the game as much as possible and see how things are coming together and give feedback.In short I enjoy doing effects immensely, but I also like to take some time away from velocity, scale, and acceleration to do some straight up artsy stuff from time to time.
Sunday, July 25, 2010
2010 Show Reel
Visual Effects Artist Tim Elek Show Reel 2010 from Tim Elek on Vimeo.
I enjoy editing, and sometimes I wonder if I worry too much about the edit vs. what I am supposed to be showcasing. Either way I think a good VFX artist needs to have a sense of timing and a sensibility to context...I guess timing the shots to the music, and trying to contextualize the visual to what the music is doing is my justification for this reel.
Plus I try to put all of my energy into my work, and this song just happens to fit my current disposition.
As with any reel there are some effects in here that are the culmination of one or two peoples work, but each effect in this reel constitutes my work in the final form.
For example, some of the time wave effects were originally executed by another talented VFX artist who left Raven. Unfortunately the original version of this time wave was entirely too expensive bogging down the PS3 to 15-20 fps. We really liked the original intent the artist had, and it was my job to bring the particle FX into a reasonable budget while maintaining as much of the original vision as possible.
Being a lead VFX artist I do not believe that getting performance in line is the job of an intern or of a more junior person. I have heard many other technical/FX people talk like this, but I am of the opinion each member of the team is responsible for bringing their work in-line with technical limitations regardless of team hierarchy.
No one under my personal leadership/on our VFX team on Singularity had the luxury of making it shit-hot while leaving it up to someone else to get it to run.
Wednesday, July 14, 2010
General VFX info
Wednesday, June 23, 2010
Singularity Developers Diary Entry
Singularity is coming out on June 29th 2010. As part of our run-up to release I worked with many of the developers here at Raven and organized a Singularity Developer Diary site. Prior to this effort we really did not have a good way to showcase the work going on behind the scenes here at Raven. Simply put I just ran around the studio one day, asked a bunch of folks who would be interested in doing content, asked a few of our developers with web development backgrounds if they would help design and implement the site, and organized data and people.
The link I am providing represents my contributions to the Diaries, and you can click on the page title at any time to see the rest of the entries on the site.
Singularity Developer Diary
Hope you enjoy reading about Singularity.
Friday, May 28, 2010
Raven Wolfenstein Samples 2008-2009
The movies below are broken down into the main areas of FX work, in no particular order.
Again, I enjoy working with Design, so I often times try to involve myself to help push major gameplay events with the use of particle effects.
EA Chicago/Def Jam ICON Reel
Monday, April 23, 2007
El-istration
Here is the result...
Chicago: Wells and Lake, Loop
I think I will do some more of these...takes considerably longer than the Nazkar images that I also intend to continue, but the process was pretty fun, even with some technical glitches where Illustrator choked on the image...The Illustrator source file resolution comes in at 7020X2620, about 97 inches long and 36 inches tall. It would be cool to print this thing out at half that size.
Saturday, April 21, 2007
Fugly






The train rolls on. Several people have told me I should get these printed on t-shirts and sell them. The reality is, I nab photos off the internet that speak to me in some way. Usually it has something to do with the persons face, or posture...so it wouldn't be a good idea. Besides, if I just keep it for fun, it should stay fresh. I hope...























