That’s me
I’m currently enrolled in the “Digital Arts” master studies at the University of Applied Sciences Upper Austria.
Find out more on my socials!
3D
Me and a Thousand Dreams
A virtual escape to Lake Motosu. Inspired by the anime “Laid-Back Camp”. Crafted in Unreal Engine 5, Blender, Painter & Photoshop.
mizumi
I created mizumi to learn about a typical workflow of crafting 3D characters and creatures.
I used zBrush and Maya to model and Substance Painter to texture the character. Inside After Effects, I combined all render passes and added other effects such as fog and god rays.
I rigged the character using Human IK’s Quick Rig Tool inside Maya and ultimately posed the character on the turntable.
I controlled the Lighting of the scene with various light blockers and rendered various AOVs to simplify the post-production in After Effects.
Boxy the Bird
Fascinated by complex animal movement, I animated a landing, take-off and flying bird animation. I splitted it into different animation clips and stuffed them into pretty Unreal scene.
Doggo Quadruped Walk
For my first quadruped walk, I decided to some have fun with some principles of cartoony animation. I studied quadruped walks of several animals and searched for a rig that perfectly fits my animation
One-Punch-Ton
As to spark creativity with my renderings, I focused on creating interesting compositions. I also incorporated small details in my texturing work emphasing the worn look and the customized look of my action figure.
You, me & Laid-Back Camp
To achieve a painterly look, that reacts to different lighting and metallness and roughness maps, I decided to paint custom normal maps for my assets.
Using different Render Passes, I composited the final rendering in Blender and After Effects.
The scene is inspired by the anime “Laid-Back Camp“ by Yoshiaki Kyōgoku.
Procedural
Flower Field
Using solely Geometry Nodes in Blender I crafted fully configuratable flowers and grass. Using curve nodes I’m able to adjust the shape, height and density of the plants.
Using different Render Passes, I composited the final rendering in After Effects.
Construction Site Assets
In my internship, I went through the UDIM Workflow on many different assets.
Using this and low-poly versions, I produced efficient variations of assets to be used for small and large scenes.
Initializing Retro Reel
by Leon Akkad & Kevin La
As part of my first big animation project, I create larger animated scenes @ 60 FPS in Blender using procedural textures and shaders.
Film & VFX
Star Wars Ruins
I explored an Maya to AfterEffects workflow as to incorporate 3D elements into my compositions.
I focused on maintaining a seamlessly realistic composition by setting up an identical lighting situation in the
3D scene.
Creative Coast
I used several techniques to efficiently key different greenscreen footage realistically. I familiarized myself using 3D Characters and Monsters with Element 3D.
I helped organising and managing the production, as to ensure that all scenes could be shot on one single day. In post-production,
I created the rough cut of the movie using Premiere Pro and designed the audio track based on that rough cut in Logic Pro.
Ab Integro
by Johannes Huber, Marlene Kremsmayr, Kevin La, Simone Leitner, Sarah Stefan, Andreas Weinberger & Gerald Wendy
We created a short movie from scratch. As part of our studies, we went through the whole pipeline of film production including pre-production and the post-production.
To tell the story, I used motion graphics as well as unobtrusive audio cues which are repeated several times in the movie. Hard cuts within the movie are announced by prominent sound effects as to hide the impact of the cut from the viewer.
I added some special effects, e.g. bullet holes, in After Effects.
For the shooting day, we organised two shooting locations at Porsche Informatik in Hagenberg and ETECH Center in Linz as well as two actors from the Anton Bruckner Private University in Linz. Our professors gave us feedback on our storyboard, screenplay, and the final cut. We used the equipment from our university as well as our own camera and props from a local costume rental to shoot the movie, record the audio and sync both tracks while shooting.
LTNS – Long Time No See
by Axel Bauer, Johannes Huber & Kevin La
Within few days, we spontanously decided to produce a short movie from scratch. We grabbed a camera, called some actor friends and recorded a movie. We then created a second version by replacing the music with a new audio track.
Havoc
by by Johannes Huber, Marlene Kremsmayr, Kevin La & Dominik Schierl
We animated this 60’s style movie trailer stop motion. To tell our story, we combined greenscreen footage with stop motion footage.
We used a variety of techniques and materials to animate complex movements frame by frame. We led this production group of 36 students and carefully combined each individual project into a cohesive story.
I edited and mastered the audio of the final video and produced a movie ready DCP-Version for several film festivals including StopTrik and Crossing Europe (Local Artists) in 2023.
An Exam with Mr. Bean
by Marlene Kremsmayr, Kevin La, Daniel Leichinger, Simone Leitner, Marie Premstaller, André Schölzl, Anna Steinecker & Jennifer Ye
We captured greenscreen material and composited the scene in post-production. We pimped a good old classic, Mr. Bean, by adding a new person to create a new setting and narration different from the original scene.
Live Event Production
Expanded Animation
2021-2024
In the Expanded Animation Symposium, organized by the Hagenberg Campus of the University of Applied Sciences Upper Austria and Ars Electronica, over the course of the three-day event, the speaker panels feature several international artists, researchers, and developers who discuss —in a live setting—current processes of change in the expanded field of animation.
Over the past two years I have worked on this project in many different ways including the role of the director of the live event production.
Expanded Animation taught me the key differences between conventional film production and live event production. During the event we work with state-of-the-art technologies from Blackmagic Design and their streaming hard- and software including the ATEM, Blackmagic URSA and Pocket 6K.
I helped maintaining and keeping the website up to date. I gathered first experiences with WordPress.
Communication between social media and web was vital as to ensure a consistent image of the event and our CI. I shoot some photos and edit all images for our web gallery.
As part of the graphics team, I created some animated lower-thirds as well as other motion graphics which are used as overlays for the live production.
Media Futures
Summit 2021-2022
Media Futures Summit focuses on current as well as future trends in the world of digital media. This event is held in cooperation with the Austrian Broadcasting Corporation ORF OÖ, OÖNachrichten, the Presseclub OÖ and KTM. Speakers and researchers talk about state-of-the-art innovations in digital media.
I created lower-thirds and some motion graphics for this event as well as a photo documentation. I operated one camera and assisted in directing the production.
Animation Jam
Award Ceremony 2023
As part of the student organised Hagenberg Animation Jam 2023 team, I assisted in setting up the hard- and software for the Award Ceremony stream on YouTube.
I created a gallery of edited photos I shot during the event.
2D Motion Graphics
Astroneer
Fan Logo Animation
Astroneer is one of my favourite video games. I decided to animate their logo as part of my assignment during my studies. I learned the key principles of animating in After Effects as well as using a variety of useful effects to enhance and simplify the animation process.
ÖH Introduction
The ÖH FHOÖ is the student union of our university. Aim of this summer project is to inform students about the services and benefits of the student union.
We used Illustrator to create all graphical assets and animated them inside After Effects. We used GitHub to exchange all files. I edited the audio track in Logic Pro.
An Angler’s Tale
An Angler’s Tale is the first video I animated in After Effects. I used 3D Layers, several effects and layers as well as animation principles to achieve the look of this animation.
Cloud Ball
by Sarah Haim, Kevin La & Angelica Schalk
Cloud Ball was produced within 36 hours at the Hagenberg Animation Jam 2022 and won two prices for “Best Animation” and “Best Composition” amongst all participants. We created all Illustrations in different software and animated the final animation with After Effects.
The Snow Play Saga
by Özenc Dinler, Sarah Haim, Kerstin Kaiser, Kevin La & Laura-Christina Palmetshofer
Snow Wars was produced within 36 hours at the Hagenberg Animation Jam 2023. We created all Illustrations in different software. Lastly, I animated and added video effects to the final animation with After Effects and Premiere Pro.
Graphic Design
ÖH FHOÖ
PR Executive
I work as the PR Executive of the ÖH FHOÖ, the student union of our university. I’m managing and creating social media posts and stories about different events and services of the student union. (@oehfhooe)
I’m using the Adobe Suite to create still images as well as promotional videos. We’re using TYPO3 to manage the backend and keep our website up to date.
ORF OÖ
Social Media Intern
During my 3 month internship from July until September 2023 at the Austrian national public broadcaster ORF Oberösterreich I recorded and produced several posts and reels about current news each day (@orf_ooe).
I was furthermore involed in assisting setting up the stage for the ORF OÖ Sommergespräche 2023 at which important politicians are interviewed.
Logo Design
As part of my studies, I created my logo based on the two first initial characters of my name: K and L.
I quickly learned how to work accurately in Illustrator.
Futur II
Aim of this assignment is to mimic the look of magazine covers by using different fonts, font weights & styles and layouts.
Desktop Backgrounds
During my education I created wallpapers for both the desktop as well as the lock screen for our new PCs in our high school.
As commissioned, I mainly adopted the colour composition of the new style of the freshly renovated high school BG/BRG Brucknergymnasium Wels.s.
Yasaka Pagoda
This artificial scenery in style of A.M. Cassandre is the result of careful studies of the environment.
As to encapsule the sunset atmosphere of the Yasaka-no-Tou pagoda located in Kyoto, Japan, I mainly applied a monochromatic colour scheme as to maintain harmony and balance.
Spring
Animation Analysis
I as part of learning the movement of objects and animals, I analysed the animated short Spring by the Blender Foundation on the principles of animation.
I then summarised my findings inside a 14 paged document and paid special attention on a pleasing layout of images and running text.
Final Fantasy VII
Audio Analysis
As part of my studies, I also analysed the usage of audio and it’s combination with video inside the opening movie of the video game Final Fantasy VII Remake.
I summarised my results and put my results into a four-page document.
Photography
Game Development
Somnium
Dby Jan Kaindl, Kevin La, Dominik Schierl & Sebastian Schoibesberger
In order to gain first experiences in scripting for games, we tried to recreate a physically accurate simulation of vehicles.
We further developed this game into a obstacle course. I assisted in the design of the course and implemented the functionalities of the different obstacles. As part of the Game Programming course we also implemented a local multiplayer mode. We utilised PlasticSCM for file sharing and version controlling.
Somnium will be exhibited at the Game Access Conference’24 in Brnn and at the Spielefest Wien 2024.
Download the game on itch.io! (https://gehwien.itch.io/somnium)
Christmas VR
Escape Room
by Özenc Dinler & Kevin La
The Christmas VR Escape Room is a small research project exploring different methods to achieve interactivity in a virtual environment.
I devoted my time in scripting some game mechanics in Unity to constrain but also enable certain player interactions and designing the room.
I designed some parts of the interface, backgrounds, the logo, and the main character in the game with Asesprite. I also used Asesprite to animate and render sprite sheets to implement the visuals in Unity. I also assisted in the design of game mechanics and levels.
The game is free to download and avaiable on itch.io.
Blockdown
GMTK Game Jam 2021
by by Kevin La, Mario Scherleithner, Thomas Scherleithner & Elias Wolschlager
The Ultimate Blockdown is themed around the topic Joined Together. I assisted in the creation of graphics as well as some levels. Avaiable on itch.io!
Catastrandom
GMTK Game Jam 2022
by by Kevin La, Mario Scherleithner, Thomas Scherleithner & Elias Wolschlager
The We created a small 2D puzzle game themed around GMTK Game Jam 2022’s topic Roll of the Dice. Avaiable on itchi.io!
Car Jack
Hagenberg Game Jam 2023
by Sarah Haim, Johannes Huber, Rui Kremsmayr & Kevin La
Car Jack is a 3D car mechanic simulator puzzle game themed around Hagenberg Game Jam 2022’s topic Bad At Being Good, Good At Being Bad.
I used ProBuilder and simple materials in Unity to build the workshop. I designed the surrounding environment and the lighting inside and outside of the room. I also implemented some simple game mechanics and animations and assisted in doing so.
The game is free to download and avaiable on https://hagenberg-gamejam.at/.
Cognitive Conflict
Hagenberg Game Jam 2023
by Johannes Huber, Kevin La & Sebastian Schoibesberger
Cognitive Conflict is a intriguing Card Game themed around Hagenberg Game Jam 2023’s topic Mean Machines.
I utilized Unreal Engine 5’s MetaSounds to produce a fully procedural music box and Widget Blueprints to implement the UI and the Main Menu. The card designs were drawn in Aseprite. To give it all a coherent look, I created a PSX Post-Processing Material. Avaiable on https://hagenberg-gamejam.at/.
Game Photography
When I play video games, I often utilise the in-game photo mode to shoot photos with an exceptional composition and perspective. They allow me to stop the game in any game state and to move the camera freely in the game space.
I post-produce those images in Photoshop to remove unwanted artifacts and color grade the entire image.
Deepest Depths
Heavily inspired by Remedy Entertainment’s video game Control I designed a small game in a similar style.
Goal of this assignment was to create atmosphere using the URP, a combination of static as well as dynamic lighting and in-camera video effects in Unity.
Furthermore, I designed a menu Interface for this prototype in Adobe XD.
Contact me!
social media: @_gehwien
discord: gehwien
llinktr.ee/lakevin
gehwien.my.canva.site
la.kevin@hotmail.com
dm or mail me :3