Projects

 
Below are the game projects I have been a part of during my time as a graphics student at The Game Assembly. We worked on short genre-based games at half-speed, i.e. simultaneously with school coursework. The dev teams ranged in size from 7 to 11 team members and progressed from 2D and 2.5D (isometric) to realtime 3D.

The most recent games are topmost.

Free project: Cuban Crisis
Specifications: 9 weeks – half-speed; 5 artists, 2 level designers, 4 programmers
My contributions: environment concepts; character concepts; enemy NPCs modelling/texturing/skinning; various props modelling/texturing; lighting; menus and frontend graphics

First-person Shooter: Decaying Orbit
Specifications: 10 weeks – half-speed; 5 artists, 2 level designers, 4 programmers
My contributions: environment concepts; modular environment modelling/texturing; nailgun SMG model/texture; lighting; user interface, menus and frontend graphics

Real-time Strategy: Mekanika
Specifications: 10 weeks – half-speed; 5 artists, 2 level designers, 4 programmers
My contributions: unit and environment concepts; terrain texturing; artillery unit model/texture; user interface, menus and frontend graphics; assorted props

3D Space-shooter: Smoking Skies
Specifications: 10 weeks – half-speed; 5 artists, 2 level designers, 4 programmers
My contributions: pre-production concepts and mock-ups; skyboxes; German battle zeppelin model/texture; user interface, menus and frontend graphics; assorted props

Turn-based Strategy: UNION
Specifications: 8 weeks – half-speed; 5 artists, 3 level designers, 4 programmers
My contributions: concepts and pre-production mock-up; modular environment design, modelling and texturing; Heavy-unit character rig and animations; user interface, menus and frontend graphics; assorted props

Shoot-’em-up: Arganoxx
Specifications: 8 weeks – half-speed; 5 artists, 3 level designers, 4 programmers
My contributions: unit and environment design; all environments (hand-drawn)

Point-and-click: Out of Time
Specifications: 8 weeks – half-speed; 4 artists, 3 level designers, 4 programmers
My contributions: character concepts; scene setup and lighting design; rigs and animations for NPCs; assorted props

Text Adventure: Locus Solus
Specifications: 8 weeks – half-speed; 3 artists, 1 level designer, 3 programmers
My contributions: lots of pictures! Worked mainly on the larger environment illustrations