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Mike Marra
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Gul●●●ort , FL, 33707
UNITED STATES
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Mike Marra
6202 ●●●●●Ave S
Gul●●●ort , FL, 33707
UNITED STATES
View this contact
Mike Marra
6202 ●●●●●Ave S
Gul●●●ort , FL, 33707
UNITED STATES
View this contact
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Art of Mike Marra: Resume
http://marraart.blogspot.com/p/resume.html
Art of Mike Marra. Mike Marra Lighting Artist 727-215-0422. 5494 Desoto Pkwy, Sarasota FL 34234. Ringling College of Art Design. May 2016 Bachelor of Fine Arts (BFA) in Game Art and Design. Saint Petersburg, FL. May 2011 Associate of Science (AS) in Video Game Foundations. Ringling College of Art Design. Sarasota, FL June – August 2014. A 30 day course study, worked on a team of artists using Unreal Engine 4, to create a construction kit that would fit seamlessly into a modular environment. Worked on a t...
Art of Mike Marra: February 2014
http://marraart.blogspot.com/2014_02_01_archive.html
Art of Mike Marra. Thursday, February 27, 2014. For my programming class we were asked to come up with some sort of construct that would mimic real world materials and be full destructible. I thought it would be cool to stay within my classes racing theme and design something with a little more sci-fi flair. My idea is simple: Design a glass panel that is able to be crashed into. I thought it could be fun pay homage to the Rebel Alliance and design something similar to the following:. Thursday, February ...
Art of Mike Marra: Multiplayer Level Analysis
http://marraart.blogspot.com/2014/09/multiplayer-level-analysis.html
Art of Mike Marra. Sunday, September 7, 2014. For class we were asked to analyze a multi-player first person shooter level. The game I chose is Star Wars Battlefront II. Technically the game is a third person shooter but it does have a first person mode. Despite being a FPS or TPS, the games multi-player level design is fun and well constructed. The two major areas of the level are the Spaceport and the Cantina. These two landmarks are clearly visible and controlling either one of them could be the d...
Art of Mike Marra: December 2013
http://marraart.blogspot.com/2013_12_01_archive.html
Art of Mike Marra. Tuesday, December 24, 2013. Dwarven level: Christmas Update. So ALOT has happened in the past few days. I kinda had a "Ah Hah" moment which was essentially a texturing/artistic workflow breakthrough. For one I figured out a workflow for creating the visual style for World of Warcraft. I'm still getting used to it but I have great hope for my next attempt at a level/environment set in the Warcraft universe. I'm very excited to do more of this. Friday, December 20, 2013. Over this winter...
Art of Mike Marra: Multiplayer Level Proposal
http://marraart.blogspot.com/2014/09/multiplayer-level-proposal.html
Art of Mike Marra. Thursday, September 11, 2014. For my Game Design class we are greyboxing a multiplayer map that will be used in a team deathmatch game. The idea I had was to create a level in an abandoned baseball stadium/ car graveyard. The reason I chose this locale was because I have never seen anything like it in any of the multiplayer games I have played and thought it could be a interesting twist. Subscribe to: Post Comments (Atom). Current Junior in Ringling's Game Art and Design Program.
Art of Mike Marra: March 2014
http://marraart.blogspot.com/2014_03_01_archive.html
Art of Mike Marra. Wednesday, March 26, 2014. For class we were asked to find some reference for a particle system we want to make for our racing level. My idea is to create some vents that periodically shoot fire vertically from the ground. I'm not 100% sure on how I want the fire to shoot out from the vents yet but here is what I've found for inspiration. Thursday, March 6, 2014. Here is the final for my Apex Destruction project using PhysX and UDK. Tuesday, March 4, 2014. Game Programming - PhysX Asset.
Art of Mike Marra: 2D Platformer Analysis
http://marraart.blogspot.com/2014/08/2d-platformer-analysis.html
Art of Mike Marra. Tuesday, August 19, 2014. For my Game Design class we were tasked with analyzing a sidescrolling platforming game. The game I chose is LIMBO, a stylized puzzle platformer developed by Playdead. The basic story of the LIMBO is that you play as a boy that awakens in a dark forest at the edge of hell. You must journey through this world and solve puzzles and try to survive. The obstacles in LIMBO include such things as pull carts, rope swinging, dodging boulders, as well as many others.
Art of Mike Marra: April 2014
http://marraart.blogspot.com/2014_04_01_archive.html
Art of Mike Marra. Monday, April 21, 2014. For class we we're learning MEL/Python and were asked to make a post about 10 scripts that we might possibly want to create in the future. Here are my 10:. 1 Freeze transforms, deletes history, centers pivot, moves to center of world and exports as FBX. 2 Assigns new lambert and applies a new checker texture to the selected mesh. 3 Selects objects in scene and assigns random wireframe colors to them. 4 Assigns new lambert to selected mesh with randomized color.
Art of Mike Marra: August 2014
http://marraart.blogspot.com/2014_08_01_archive.html
Art of Mike Marra. Monday, August 25, 2014. For my Game Design class we were tasked with creating a level layout for a possible Platformer tutorial level. I thought it would be fun to reuse some of the assets I made over the summer for my Bazaar. What is the conflict? The player has very little money and has had to steal to basically get by day to day. Today is the day they get caught. The player must navigate the streets of the bazaar and avoid the guards looking to take them to jail. The game is intere...
Art of Mike Marra: January 2014
http://marraart.blogspot.com/2014_01_01_archive.html
Art of Mike Marra. Monday, January 27, 2014. For Game Design class we were asked to come up with a few thumbnails to somewhat show the space of our level concept a bit more. I did some blocking in Maya cause I have a pretty good idea of how I want my level to flow. Wednesday, January 22, 2014. Racing Level Concept Research. The time is finally here! Glory Awaits Those Who Succeed.". Here are a few examples:. I thought it would be interesting to play with the idea of a race track taking place in these mas...
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Mike Marr - Business Intelligence Solutions
Solving Business Problems with Information for Thirty Years. Mike offers over thirty years of diverse information technology experience. Business Intelligence (BI) Manager, Enterprise Information Management (EIM) Program Manager, Sales Engineer, IT Manager, Developer, Principal Architect, and Professor are just a few hats worn by Mike Marr. 1981 - 2011 Mike Marr.
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Mike Marra Mastering | Mastering Engineer in Toronto Canada
Home Welcome to Mike Marra Mastering. About Mike Marra Learn more about Mike Marra. Mike The Mastering Engineer. Featured Titles A Few Projects Mastered by Mike. Mastering Mastering with Mike Marra. Contact Us Contact Mike for Mastering your Music. Booking Book your Mastering Session here. Mike The Mastering Engineer.
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