Published Projects
Ingame Footage
Jimmy Neutron: Attack of the Twonkies (THQ)
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2D Art
- Concept art for pickups.
- Retro mini-games in Arcade level.
- Icons for various user interfaces and HUD.
3D Art
- Non-playing characters.
- Item pickups.
- Setup and render of frontend scene “fly-over” camera.
QA Tester
- Assisting QA Team with play-testing, logging and reviewing fixed bugs.
Spongebob Squarepants: Lights Camera Pants (THQ)
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2D/3D Art & Animation
- Concept art, modelling and animation of objects and environments, in 3 x mini-game levels (Inflatable Pants, Pedal of Honor, Tethered & Weathered). Included Maya’s Blendshape animation.
Avatar: The Last Airbender (THQ)
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2D/3D Art & Animation
- Level design, concept art, modelling and animation of objects and environment art assets for the Earth Nation’s “Omashu” level.
Avatar: The Burning Earth (THQ)
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2D/3D Art & Animation
- Level design, concept art, modelling and animation of objects and environment art assets for the Fire Nation’s “Drill” level.
Avatar: Into the Inferno (THQ)
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2D/3D Art & Animation
- Level design, concept art, modelling and animation of objects and environment art assets for the Fire Nation’s “Gondola” level, the Air Nation’s “Air Temple”.
- Modelling components for complex “designer objects” like the flying boat, using Maya’s Blendshape animation for various states.
Megamind: Mega Team Unite (THQ)
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2D/3D Art
- Concept art, modelling and texturing the Conductor’s “Airship”.
- “Psycho Delic” boss level objects.
UI Art
- Concept art and finished art for user interface assets, including frontend, main menu, HUD objects, character Icons, level images and image localisation.
The Last Airbender (THQ)
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3D Art
- Water Nation objects for intro fly-over scene.
Concept Art
- White-box paint-overs for Water Nation levels.
- HUD.
- Exploration for Spirit Level.
- Air Temple objects.
- UI icons and progress bars.
- Exploration for cut-scene art style.
Technical Art
- Working with programmers, to create tools to assist efficient art workflow.
Character VFX
- Combat VFX for characters, utilising particle FX, animating geometry, image sequences and scrolling UV animation.
MEL Scripting
- Automating art processes for general modelling and visual effects.
Personal Unity Projects
Personal Unity Projects
These two projects helped me learn C# programming and Unity3D, while building elements of a Quake style FPS game, using a modified Unity FPS controller.
Projects included:
- Canvas and UI Elements for Frontend, HUD and menus.
- UI Debug Options for bug-testing.
- Controlling values with Sliders. Eg: Volume Control.
- HUD elements to display Level name, Weapon, Ammo, Health and Armour stats.
- Instantiating game objects from Prefabs.
- Destroying instances when obsolete.
- Editing FPS Controller for Jumping and Crouching customisation.
- Player Pickups, adding Keys, Weapons, Ammo, Health and Armour points.
- Weapon switching/rotation using Mouse Wheel, and secondary attacks, using Right Mouse Button.
- State Machines, to control animation on NavAgent and level objects.
- Prioritising melee attack order in NavAgent swarms, and building in variations to their movement, towards a target object.
- Creating Navmeshes for NavAgent navigation.
- Increasing level difficulty by incremental ramping of enemy attributes per level.
- Player and enemies, use melee and projectile weapons.
- Managing Persistent Data. Saving data at Level Complete Checkpoints and Save Game, and Retrieving data on Load Game or Starting Next Level.
- Damaging environmental hazards.
- Level objects such as elevators and lockable doors.
- Material-based Sound Effects.
- Nested properties. On spawn point settings, for displaying controls for instantiation of NavAgents, across several types of enemy spawning.