Courtney McGilp
(she/her)
I am a 3D artist with a love of bringing stylised characters to life.
My creative processes lean into the unconventional and absurd, aiming to audiences to project themselves onto rather unusual character subjects throughout a range of inspired works. My works lean towards a more cartoony stylisation, utilising aspects of the animation principles to support my presentation and goals.
I enjoy the technical challenges that comes from working with custom rigging. I find it to be a fun challenge inventing unique ideas on how to complete a sequence’s animation that go beyond what a conventional character rig is capable of.
Outside of this, I am passionate about programming using the Unity Engine, with my projects bringing exploratory challenges.
Postal Puppy – The Mysterious Letter
One of the most talked about problems associated with children’s media in the modern day is how much people want to invade their entertainment with media that is not designed with their mental growth in mind. Media for young children has to be carefully handled helping them grow and become outstanding members of society. This project was designed to navigate the world of designing animation for young children and avoiding the traps that these poor types of media utilise.
Outside of the scope of the audience, this animation was an excellent subject matter for learning how to showcase personality and life with just the eyes and body expressions of the character. This project had me breaking my character rigs in many interesting ways to display fun and interesting shots throughout my animation.
My 6 minute long animated short film, heavily inspired by nostalgic media whilst retaining true to the messages childrens' media is known for showing.
Introducing British Sign Language via Gamification
This dissertation was an exploration on how succesful it would be to teach the 26 letters of the english alphabet to non-bsl learners in a serious game format. As the popularity of language-based games like Duolinguo continue, despite the limitations of learning a spoken word language exclusively visually. As BSL is a visual based language, how useful would a serious game about learning BSL work out both in the short and long term?
This project provided a typing-game with a BSL theme, and the results from how audiences behave before, during, and after the game was tracked to see how succesful it was at being a successful supportive learning resource.
The typing game was made in 2D Unity with a gameplay loop taking influences from Typing of the Dead, and carnival shooting galleries with a piroritiy on forcing the participant to repeatidly have the same signs being shown to try and make the participant convert the knowledge they have aquired here into long-term reachable memory they could perform when it comes to using the signs afterwords.
To find the results participants were interviewed at three different stages, to judge how they would perform:
- Before playing the serious game
- just after playing the serious game
- two weeks after playing the serious game
The results aquired from this dissertation saw that participants were succesfully able to recall most of what they were learning to sign, with most of the confusion coming from signs that did look similar to each other, or just generally forgetting everything about the sign.
A link to my itch.io page where you can download and play the game
logo for BSL Duck Game, my Serious Game about learning bsl fingerspelling in a shooting game format
tutorial screenshot of BSL Duck Game
BSL Duck Game gameplay screenshot. features a duck with a bsl sign
Into the Minotaur’s Maze
As a challenge to my skills as a programmer, Into the Minotaur’s Maze was a challenge to design something that falls out of the convention of the standard VR experience. Utilising a computer monitor as an alternate character, this game puts the VR player in a game of cat-and-mouse with the monitor player in an exciting game of trying to outsmart the other player.
This game took inspiration by Scotland Yard, and was created to fairly support a fair yet balanced horror experience.
The gameplay loop for this experience involves the VR player acting as a defenseless human wandering a small maze. The monitor player acting as the Minotaur. Should the VR player successfully visit every space of the maze they win, if the Minotaur enters the same space as the Vr player the Minotaur wins.
Outside of programming, this project featured developments of my 3D animation skills, with the minotaur having numerous different unique animation sequences depending on how the players behave inside of the game.
first-person vr player in a cave, holding a torch. the entire scene is very dark, with only the light of the torch providing any sight within this horror environment
cartoony minotaur in a 3D grid environment. bottom corner showcases a "charges" meter" with three minotaur heads represening lives
VR player first person perspective, showcases the minotaur running up to the player character. the minotaur is running staring deeply into the eyes of the player
horror vr game advert poster