John DeRiggi Character Artist
John has worked in the game industry for over 7 years at Schell Games, led by veteran game designer, Jesse Schell. As a senior character artist, John always aims to push the boundaries of the character art pipeline. Titles include games such as Mechatars, a character experience combining interactive physical toys with online browser-based gameplay in a head to head battle. Past games also include character work for clients such as Disney/Pixar, Microsoft, Sea World, The Dallas Mavericks, and Jakks-Pacific.
John also streamlined the character art pipeline for Carnegie Mellon University’s Alice software, the well-known educational tool directed by Randy Pausch which is used around the world to teach computer science through storytelling.
As an instructor for over six years, John has also taught and mentored in various 3D programs and workshops. These include schools such as The Art Institute, Carnegie Mellon University, and ITT Technical Institute.
"He makes sure that you drive yourself to your own high standards of perfection, but will help along the way with suggestions"….. Jana Johnson, student - January 2013
"…the amount of content really exceeded my expectations. His excellent support on the forums, experience and critical eye made me advance in the right direction with my project."Roberto Fera, student - November 2012
Rapid Character Pipeline for Games
John Deriggi, Brian Evans & Kyle Kenworthy .
In this eleven week workshop package, learn the character pipeline for games by quickly bringing a 3D game character to life as you create a model, rig, and animation for a quadruped. Begin by creating a dog model and texture in Rapid Character Development for Online Games with John DeRiggi.Next, develop an animation friendly dog rig in Quadruped Rigging for Games with Brian Evans.Finally, learn how to create appealing animation for your dog and other creatures in Animating Creatures for Games with Kyle Kenworthy. Taking on the...
Starts / Ends
13th Jan 2014 - 31st Mar 2014
Rapid Character Development for Online Games
Online games like Diablo, DOTA, Torchlight, League of Legends, and many casual titles can have different character art needs than a first person shooter or third person action-adventure game. Compared to over-the-shoulder or full body cameras of PS3 or XBox titles, a wider camera in many online games promotes smaller characters on screen and more of them at the same time. It is therefore the character artist's job to help ensure that players still enjoy interacting with a smaller, less detailed character competing heavily for scr...
Starts / Ends
13th Jan 2014 - 3rd Feb 2014