Highlights of Work


Sketchfab


Realistic 3D Modelling – Phonebox

One of our project briefs involved the creation of a realistic 3D game asset, I did some primary research into Phoneboxes by getting reference imagery and then modelled it in Autodesk Maya. I took my fully UV’d asset into substance painter and developed my own materials within the software using grunge maps and by tweaking values. At some points I used Adobe Photoshop to create Alphas used for normal mapping or stamping colour.

SketchfabRender

17,346 Tris and 4 sets of 2K Texture maps.
Sketchfab 3D viewer asset link here.
More info found on my project pageĀ here.

Realistic 3D Modelling – Face Sculpt

Using one of the industry leading software for sculpting I modelled a likeness bust of my Dad. I learnt the tools of Z-Brush and with close study of reference photos tried to capture every angle of realism in my 3D project. Below are images of the final sculpt in the Z-Brush viewport as well as the full iterative process recorded with a voice-over by myself.

15.3K Tris and 2 sets of 2K Texture maps on the low poly version.
Sketchfab 3D viewer link of the low poly, textured versionĀ here.
Find the texturing process and result inĀ the project pageĀ for 3D modelling.


Unreal Engine 4 – Designing Game Mechanics

I wrote a game design document covering my concept for a 2.5D sidescrolling game and discussed mechanics and game-play elements that I would include to improve the player experience. Based on the game design document I built a prototype to show off the game mechanics in action and had it playtested to improve on elements that didn’t play out as well. I used the blueprint feature in Unreal Engine to script the game and created: Actors that follow the player, random enemy spawning, my own shooting mechanic, a procedural level generator and a tile based power-up spawning system.

Malicious Onslaught – Game Design Document

Found on my project pageĀ here.


Unreal Engine 4 Collaborative 3D Scene – Marco-Opollo

I designed a game idea, pitched it to the group and was voted to lead a project based on it, the task was for everyone to produce at least 1 3D object with concept work however I set the goal to be a 3D scene in Unreal Engine with people working on multiple items. From this unit I learnt how to manage a team of people to meet a brief and developed my project management skills.

I mainly worked on the Lion character Marco, the Dock, the Rubble and the BBQ. However, I feel I contributed much more to the project since I guided my colleagues who were unsure how to best model some things such as the Landscape, Palm Trees and Tents while doing the same with texturing on the Submarine, Corals, Meerkats, Row Boats and much more.
Below is the final concept artwork I made for Marco the Lion and some screenshots of assets:

Marco Itt9.png


Unreal Engine 4 Art Direction & Production Design Modular Scene – Post Apocalyptic Coventry City

FinalRender


ONGOING Unreal Engine 4 Collaborative Full Game Creation – GachaPon Rumble

For our final project on the Games Art & Design HND we have been tasked with creating a functional game that has a playable level (and scripted content) per individual student created in 3D and designed to have good game-play. Myself and the Project Manager (Creator of the game IP) however are pushing for a fully playable game with everything that an industry standard game made by a team of this scale would have. All content considered necessary if this were a modern game is being worked on, from menus and HUD to every core system and even multiplayer functionality through Steam’s online subsystem.5

Personally I have worked on a lot for this project so far such as the menu designs like the example lobby screen design above. (A colleague has created 2D graphics for all menus and also worked on designs) The work that we have assigned everyone to do is to 3D model a player character each, create level designs and geometry each, design and implement a power-up each. I’m working on this workload too, along with the extra things I’m working on due to my desire for this project to have an amazing outcome.

Other things I worked on include (but are not limited to):

  • All core systems to do with Game Modes, Game Instances, Game States and more…
  • Entire Character movement system for a physics ball player character
  • All UI functionality
  • The Networking setup for a replicated player controlled physics object
  • All Session and lobby/match setup
  • Every Default game mechanic

Mechanic Diagrams

Above are some diagrams to show a few of the game mechanics I have created to design the player experience to be more enjoyable.


Personal Unity C# Scripting Project for a Mobile Build

To help broaden my skills I have been learning C# so that I can script in Unity as well as Unreal Engine and below are some images of some prototype programs in action that I have written.

The image on the left is a simple movement system that I followed the pipeline for from an online article about choosing to use either a CharacterMovement component or a RigidBody component. I created it in a way that used touch on a mobile device as an input system instead.

On the right there is some background geometry which can be manipulated with inputs but the main feature is the line of blue squares which I programmed to be drawn between the initial touch input and current location of a touch.