Daedra Christopher

Senior Lecturer

[email protected]
972-883-7553
ATC 1.905

@@daedrachristoph





View courses taught by Daedra Christopher


Areas of Specialization

Level Design, Texture design and creation for videogames, Adobe Photoshop, Adobe Illustrator, Adobe Lightroom, Unreal Engine 4, Unity 3D - Unity 5, Source Engine, Autodesk Maya, xNormal, Quixel Suite, PBR texturing, Whiteboxing, Greyboxing, and 3D Modeling

Daedra Christopher is an artist with a unique background with an encompassing career ranging from New York Design firms to independent game development. Comfortable in both traditional art or digital, Daedra’s work ranges from expansive video game level designs to wearable art.

"My passion has always been to express the narrative of the game through physical representation of its world. I create my levels by submerging myself into the story of the videogame and picture how the characters would envision that story unfolding as they traverse the realms before them.

I approach my designs for wearable art and videogame textures with the same mindset. I express my vision through my chosen medium, sculpting poetry through design."

An alumnus of the ATEC program, Daedra Christopher excels in a myriad of software suites including the Adobe Master Collection, Unreal Engine 4, Unity 5, and Autodesk Maya. Mrs. Christopher’s history with ATEC and independent game development provides her with an array of tools to create an engaging classroom experience.

Fascinated with player experience, Daedra’s research interests include:

  • Exploring the relation of gender in virtual environments as a determining factor for bearing and trajectory.
  • Determining the natural pathways subjects use in virtual environments, game design and level design while observing the recourse to the players’ experience when these pathways change.
  • Revolutionizing vital elements in game and level design that create more engaging experiences for players.
  • Discovering how the physical representation of a narrative, by way of level design and environmental asset placement, alters the players’ perception of their virtual experience.