My name is Solomon W. Jagwe and I am a Ugandan 3D artist, Animator and sculptor.
Currently I reside in the US, but I hail from a small landlocked paradise tucked away in the interior of the East African Coast – the area known as ZANJ land during colonial times. The name is Uganda. I grew up on the outskirts of the capital city – Kampala, on the slopes of a hill called Mutundwe. My early childhood was in the country side – Masaka, far from the rumbles of the city traffic.
While in Uganda, I worked for 3 companies. Infosat – as a website developer and artist, Photo Magic – as a photo processor and photographer and C&MS – as an artist and web development instructor. After graduating from secondary school – A Level, I came to the US in 1996 to complete my degree in Art. I graduated in the Spring of 1999. I attended Ohio Valley University, Montgomery College and George Mason University. I majored in Art and Visual Technology with an Emphasis on 3D Environment Design and modeling, Character Modeling and Animation, Vehicle Modeling and Simulation.
Jedediah “HakJak” Steen is a solo game developer, striving to live a life-long dream of making games for a living. He started HakJak Productions part-time in 2015, while finishing up college courses, working a full-time job and raising a family.
When his first project, Guts and Glory, went viral on YouTube, he took a leap of faith to work on the project full-time. After a successful Kickstarter campaign, signing with publisher TinyBuild, and many updates later, the game recently launched on Steam’s Early Access platform to let the community help shape the future of the project.
When he’s not writing code, creating art, or consuming too much coffee, he can be found spending time with his family of five, spoiling his dogs or, of course, playing video games.
“Reallusion is helping to level the playing field between AAA game studios and indie game developers. Character Creator gave me far more freedom and power to create what I wanted than any other character creation software I have used. ” – Jed Steen / HakJak Studios
12/12/2017 Rome, ITA – Invader Studios from Italy, is an independent software house located in the Roman countryside. The company was officially founded in July 2016 by a group of young and ambitious game developers. The core team is made of more than 10 professionals with external collaborators working remotely from different regions.
After the worldwide resonance of our Resident Evil 2 unofficial remake, and our meeting and support from Capcom Ltd. in Osaka, Japan we at Invader Studios are currently working on our first cinematographic survival horror IP developed with the Unreal Engine 4 titled: Daymare: 1998, which is planned to be released in 2018 on PC, Xbox One, and Playstation 4.
Today, Invader Studios would like to announce that thanks toReallusion’s Faceware Realtime for iClone Facial Mocap, Daymare: 1998 will be more cinematographic than ever as this animation technology has enabled us to streamline the production of our first, third person survival horror IP.
“iClone 7 now has an amazing AAA game studio-level tool for creation of realistic facial animations.” – Michelle Giannone / Invader Studios
I started making videos since 2002. It was around the time that independent filmmakers were realising that the internet was a good way to share their stories.
Over the years, I’ve seen some excellent films and wanted to try it for myself. Unfortunately, I didn’t know anyone who was willing to be in front of a camera, nor did I actually have a camera. So I turned to animation and I was able to enlist online friends who lived too far away to do anything live action but who were interested in voice acting. I also helped run the Machinima Expo for 8 years.
Vassago Studios was founded in 2014 by Roman Perezogin, who has been working independently with his own funds in this one-man studio, where he has utilized iClone and its Character Creator tool to meet deadlines and funding for the game.
In 2015 the production of the first Vassago Studios title “Darkness Anomaly” started with the creation of a playable demo which tapped into the CRYENGINE INDIE DEVELOPMENT FUND – a grant program for the indie dev teams doing work with CRYENGINE.
The aim of the campaign was to test the atmosphere of CRYENGINE for a horror game. In 2016, preparations for the campaign began, bringing insights to whether there is interest in the game idea for Steam – Valve’s digital distribution platform. After only 3 days, Darkness Anomaly ranked 10th of all submitted projects.
“Creating beautiful, highly-detailed NPCs in hours, and letting them come alive in the CRYENGINE was never so easy before! We are very lucky to have found the iClone software for indie devs.” – Roman Perezogin
“Creating game characters and animation is a snap for Unreal. There’s lots of tools out there for animation, but iClone 7 just does it a bit faster and the characters look great inside the real-time PBR viewport while I’m animating.”
Learn how to create and animate game characters for the Unreal engine UE4 with iClone.
Chad Schoonover’s 10 video tutorial series will show the process to create and animate Character Creator characters for iClone, motion editing in Motion Builder and iClone compared and preparing characters for export to Unreal.
The entire process workflow is documented by Chad, just as he has documented the process for animation studio teams he has lead. Chad uses screenshots to detail the path to Unreal from iClone. Download PDF here. Reallusion_CC2iC2UE4