
MIA VAN AURICH
PORTFOLIO
In the first year of my CGI & Animation course I delved into understanding industry-standard software, developing new skills and exploring the many paths that computer animation could take me. I created multiple projects, exploring different directions and workflows in industry, such as gaming, cinematics and short animations. After building a strong set of skills, in my second year it was clear to me what I wanted to pursue; a 3D environment artist or a 3D character animator. I bring a keen eye for design, a focus on detail and a love for storytelling to every project I work on.

SHOWREEL
PROJECTS
This is a low-poly style animation, where my focus was to improve my 3D environment design, my 3D character animation abilities and learn about particle systems. All assets and animation were created by me (aside from the outsourced character model & rig).

Life Drawings & Studies
This CG Diorama was created in MAYA, the design is inspired by the game ‘Stray’ and the architecture of the streets in Hong Kong.

Moving On, an Unreal Engine 5 cinematic. I explored a different side to this software, cinematics and realism. I recorded motion capture at college to animate a metahuman and gain a stronger understanding of the sequencer tool. I used assets from the Epic Games marketplace to build and create a stunning environment, alongside this I created a realistic lake through Unreal Engine’s experimental water feature and strengthened my understanding of the landscaping tool. I modelled the house in Blender, and although I faced issues with exporting it, I persevered and managed to solve the problem. The main focuses of this project were realism and environment design, which allowed me to really study what makes the eye perceive something as real and develop a new set of skills.

Here I utilised Zspheres to build up and create the character model of a robot to be included on the CG Diorama, this was my first time creating a character in this software.

My first attempt at animating a walk cycle in Blender, for a commercial project. Character made by: redwispdrill.artstation.com

(Outsourced rig) This is a Pixar level rig I practiced with to develop my understanding of animation and how to use rigs effectively.


Title sequence based on the film ‘Catch me if you can’, utilising green screen to record footage and after effects.

In Unreal Engine I created a story driven horror game, The Wanderers in the Woods. I learnt about node systems to create jump scares, a toggled flashlight system, audio queues, a main menu, an end screen and triggerable text. I worked with an aspiring voice actor to record some dialogue for the start of the game to really immerse the player into the story I created. Most of the assets were outsourced, I utilised them to design and layout my environment, as my aim for this project was to really develop my use of the node systems in Unreal Engine & bring to life my very own concept.
