top of page
DisciplineLogos_Background_HIGH (1).png
2D_profile.png
Linkedin_WHT.png
Portfolio_WHT_OR.png

SCREENSHOTS

GET TO KNOW JACK

Gam_LilySetterfield_HS_Prof.png

Can you describe the extent of any relevant work experience you might have?

I took part in a QA testing opportunity held by Nexus Studios during the of summer 2024. This allowed us to play test and provide feedback to the developers hosting the sessions, on our personal opinions of the upcoming 'EE game day' Fortnite Map. 

How would you describe your contribution to your group project?

In the Project Empyrean, my role was overall designing the look development, player flow and overall layout of the level, as well as my specialism being VFX.
The project heavily took inspiration from the Assassin's Creed and God of War Franchises, so it was important to nail having the player in a controlled area, however manipulating the environment to feel open world and immersive to the player.
I also mainly specialise in Real Time VFX, which was highly responsible for breathing life into the project! Whether it's a dragon breathing flames or birds creating formations in the sky, it was all extremely fun to develop!
Finally I developed the Cinematic for the presentation, making sure every angle of the project is creating its own story, ensuring there isn't parts that feel static for the player. This is essentially the face of the project, so I had to make sure it gave a solid first impression.

What do you specialise in and what made you choose that specialism? 

I specialise in Real Time VFX. My reason for specialising in this dwells down to player immersiveness. It is extremely important for the player to experience a sense of adventure when escaping reality, whether it enhances the environment the player explores, through creatures and atmospherics, or makes them feel like an all powerful being with combat based FX, I'm up to create them all. I'm a heavily creative individual, so the specialism allows me to create a range of different contexts for FX, in a variety of styles, ranging from hand-painted to realistic.

What would your ideal first role in the industry be? 

Junior Real Time VFX artist

Which of your student projects are you most proud of, and why?

High on Life: London. The project had such an un-hinged, artistic feel about it all the way through. It allowed us all to come in and really enjoy development, being one of the furthest projects you could get from reality.

What’s a piece of media (film, game, animation) that changed the way you think about your discipline? 

Open world games such as Grand Theft Auto and The Legend of Zelda stand out to me as factors that drove the discipline. It allowed me to freely explore worlds, with the reward being, that the more you play, the more power you have, while also having fun with your friends. This is where my passion for creating immersive worlds generated.

bottom of page