Projects

Published Projects

Ingame Footage

Ingame footage of my art contributions to published game projects.

Jimmy Neutron: Attack of the Twonkies (THQ)

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)

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)

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)

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)

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)

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)

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

Some footage from my 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.