Monday 11 July 2016

22Cans


I recently had the opportunity to work with an industry legend on an upcoming iOS/Android title, The Trail. The Trail is a beautifully crafted 3D game of exploration and community-building set in an anachronistic interpretation of colonial-era North America; the player arrives in the ‘New World’ and has to build a life for themselves and for their fellow travelers. Coming summer 2016.


Due to the sensitive nature of the project I am presently unable to share my work directly online, however, samples of the project may be shown behind closed doors and upon request.

Friday 1 July 2016

Augmented/Virtual Reality Work



I worked as an in-house freelance developer for Amplified Robot in Soho, London, between 2014 and 2015 on a wide variety of projects, and have many published apps to my name as a result. We largely worked with Unity3D and developed for Oculus Rift, Gear VR, Karl Zeiss' VR One, and worked with the Qualcomm Vuforia SDK for marker-based Augmented Reality apps.

During my time with the Amplified Robot team I was largely employed as a programmer and software engineer for my expertise in Unity3D and C#.

Below are a few samples from the wide variety of projects I engaged in at Amplified Robot:

Hello Kitty / One Kind Thing:
https://itunes.apple.com/gb/app/one-kind-thing-hello-kitty/id988361900?mt=8

Hong Kong Unrest VR Documentary:
http://hongkongunrest.com/

ViATIM® Medical AR:
https://play.google.com/store/apps/details?id=com.amp.viatim

Digital De Re Gallery:
http://virtualrealityderegallery.com/

Thursday 19 June 2014

More 3ds Max Work



I like to work on environment art when I get a chance to do something quick and simple. Modelling is not my forte, but I'm an artist as well as a designer and programmer, and it's something I enjoy playing with alongside everything else I do. I really enjoy working with 3D polygons, as it tends to instill in an artist a special sense of spatial awareness, and an appreciation for perspective and composition.

Thursday 13 February 2014

Post-University

Since leaving university I have been pursuing a number of other activities with the objective of expanding my portfolio of work. I recently worked with a new start-up company to create a logo for a brand of clothing designed for pregnant women who breastfeed. The company name was "Mama Chameleon".


I have also been expanding my portfolio of 3D work to include some high-poly models, the like of which we were not able to produce as part of my coursework.



Finding The Nautilus

During my final year of university, I worked on a final major project which involved one semester of design work in small groups, and one semester developing and implementing two of the ideas from the first semester, in two larger groups. The work that I did in the first semester was chosen as the idea to be developed into a fully realised game project by the other group of students.

The game's design document, largely my own work, can be found here: http://bit.ly/1jBJ3aI
The finished project can be played here: bit.ly/1g1yFnc

Marvin's Magnificent Wub Wub Bus

This is a game which I produced with four friends over a 48-hour period for the game jam competition Indie Speed Run. Independent game designers from all around the world compete for prize money and bragging rights. We weren't able to win, and in the initial two-day period we weren't able to implement all of the features we had planned, but Brian Provinciano (Retro City Rampage) had this to say about our final submission:

"Upgrading the bus is very fun. Reminds me of Shellrazer. Sound effects and other visual feedback when bullets hit different object types would make a big difference, but the atmosphere is very nice. The bus stop at the end of the level is a nice touch."

 The updated version of the game can be played here:


http://bit.ly/GBDAzF

Schmuck Face

Before I start to show off the things that I am working on right at this moment, I thought it might be good if I was to show off some of my older work as well. For my final major project at university, I worked on a 3D adventure game called Schmuck Face. Schmuck Face was set in prohibition-era Chicago and featured a mob storyline where the player played as an undercover rogue cop looking for justice. With Schmuck Face, we were aiming for a quasi-retro "art game" style with our visual design, similar to Gravity Bone or Minecraft.

The final presented version can be downloaded here:


http://bit.ly/GBDAzF

Among other things, I contributed the entirety of the character art on the Schmuck Face project, both models and texture art. The characters were all hand-drawn, in order to get that "cartooney" feeling.