In my third year at university I’ve been working on an endless/level based faller mobile game, where the player becomes a character called Jet Jameson. Jet creates a dimensional splicer that makes him appear thousands of feet above in a different dimension.
As part of the game he must fall and avoid different obstacles, while trying to reach his own dimension. On the way he meets different versions of himself from different times.
During the making of this game I’ve been an 3D animator, rigger and 3D artist. I focused on 3D modelling environmental objects and animating the main characters, along with the moving obstacles. I also worked on a pre-rendered opening cutscene for the game.
Between my 2nd year and 3rd year at university I worked on creating a 3D trailer for the book ‘Colour Management Pro’.
After receiving the video I developed a 3D model of a computer to play that video trailer. I then animated the camera to show the trailer on the computer in time with the beat of the music. I worked very closely with the client to make sure the trailer was exactly what they wanted.
During my second year at university I worked on a first person horror walking simulator set in a world called Dwell. For this project I mainly did animations for ghosts in the game, along with some environmental animations.
I did work on some 3D models, but I mainly focused on the animations for the game. Dwell is a game based far into the distant post apocalyptic future where a underground city of Dwell lives tucked away.
The main character is cast outside the city and must survive from terrible threats that linger in the darkness, while trying to find a women who he loves.
During my first year at university I worked on my first big game as part of a team for a full year. The game was never finished, but it was a fantastic learning opportunity.
We learnt a lot about not over scaling games and about our own skills, which we’ve improved a lot since that first year.
I worked on a demon and goddess model, plus their animations in the game. The game was about a lone swordsman and his destiny to free a powerful goddess with his ancient sword.
This had to be achieved by going to different words and killing off the leaders of those worlds. This then enabled him to collect a key they each held to keep the goddess of his world trapped.
Only after after freeing the goddess, did he discover she was planning on destroying the world to rebuild a new one. The game was 2.5D and featured being able to cut with your sword in any direction.
During my last year at college I worked on making a TV ident animation for an imaginary tv game channel. With a partner we created a 3D and 2D ident inspired from famous games. We made all the models and animations and afterwards edited the ident in Premier to finish the final product.
Captain Cow was a project I worked on during the first and second year of college to help develop my modeling skills and some simple animations. I worked on multiple character models and modelled a whole environmental area for the game.
I also did some design work for the game and planned how it would play out along with it’s story. Later on in college I made a small 2D platformer version of Captain Cow to practice some simple programming and art.