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.



Tuesday 11 February 2014

About the Project

As the blog subtitle says, I am an indie game designer based in London, England. I have created this blog in the hope that someone will read it and like my work enough to plug it and any freelance projects that I might be working on will gain some traction. But primarily, this is a tool to catalogue the development of my own game projects for my own purposes. I am also building a larger online portfolio which will feature some of the work initially shown on this blog.