Matthew Ramsay’s Public Work

My VR Game Work

Harold’s Harrowing Heroics

In this quick-thinking action VR game, you'll find yourself trapped in a perilous and magical castle, surrounded by hordes of goo-like slime monsters! Be wary, for the ever-expanding slimes have taken over and you may quickly run of of space! This game was made over the course of one week, in that time I created all the 3D assets and did all the level design and lighting.

Game Page: https://plus2studios.itch.io/harolds-harrowing-heroics

Game Trailer: https://www.youtube.com/watch?v=Ghwu2u5ytWU

Curse Of Nowhere

For centuries the land of Nowhere has been under a curse from which there is no cure. A slow, creeping rot that poisons the land and infects the people.  Every year the people elect one hero to travel into the dark fortress in an attempt to stop the curse… None have yet to return. Now you have been chosen to enter into the Dark Fortress. Will you be corrupted by the darkness, enslaved by the creeping curse? Or will you succeed, and finally bring light back to these dark lands?This game was made over the course of one week, in that time I created all 3D and 2D assets and did all the level design and lighting.

Game Page: https://plus2studios.itch.io/curse-of-nowhere

Game Trailer: https://www.youtube.com/watch?v=AdZr4mn7_IE

My Public VFX Work

blender face composit.png

VFX Supervisor on Overview

As the VFX supervisor for Overview I was in charge of figuring out how shots could be achieved and doing most of the post work for these shots. Some of the shots are more traditional, using green screens and camera tracking then comping in the CG elements, while other shots used new virtual production techniques.

20200928_140311.jpg

As seen in the short video above, we used live video projection based on the position of the camera, instead of a green screen. Using this method of virtual production allowed us to light our scenes more accurately and better judge the framing of our shots. In addition to the advantages that it gave us behind the lens, it also gave our actor something to react to on set, greatly improving their performance.

The system we used for our virtual set was nDisplay working out of Unreal Engine 4, this is a similar system to what was used on the first season of “The Mandalorian.” Where are system differs from that of larger productions, is our uses a single large screen and steamVR base tracking. This methodology allowed us to perform similar technical actions as “The Mandalorian,” but on a much smaller budget.