Games Production Skills
Though I may be a designer, that does not mean I don't have other creative skills that can be used in the industry.
Environment Creation
Environment
As a solo project, I created a 1930's living room kitchenette, ensuring that all models were appropriate for game use, managing the poly counts and texture sizes, while also remaining visually appealing as well as context sensitive to the design.
A full portfolio of the models featured within this environment can be seen by using the button below
This environment was created in conjunction with the Stages project, which can be visited with the button below
Group Projects
Later Taters
Later Taters was a retro style diner environment created within a group project featuring myself and others.
Though everyone provided models and sound for the environment, I was also tasked with collecting everyone's models and create the environment within Unreal - ensuring the lighting and effects were appropriate, that sounds were properly placed and had spacial effects, before then creating the cinematic seen above; making sure everyone's work could be shown off.
Below is the video portfolio of my assets
Lagniappe
Zombie Weapon
Trumpet Flamethrower
The aim of this project was to express both modeling and weapon design ability and creativity by producing a high-quality zombie apocalypse weapon that is game-ready with narrative context.
The model I have designed is a ‘trumpet flamethrower’ - a weapon that used a trumpet structure and an air bed pump to propel flammable aerosol fumes into a lighter – which causes a burst of flames like a professional flamethrower. The name, Lagniappe, is a Louisiana French term that translates to ‘a little extra’; which the weapon is designed to be. This term specifically was chosen as the owner of this weapon would be a Jazz performer from New Orleans, where Louisiana French originates from.
Asset Creation
Including object design
Sectional Design
The main changes and additions to the trumpet are the pump connected to the mouthpiece by tape, the lighter positioned in front of the bell that is held by a coat hanger as well as the changing of the trumpet valves to fit aerosol canisters inside for their easy compression and expelling of gas. The pump uses batteries so that it is portable.
The trumpet is owned by a Jazz performer, so scuff marks are added, though it's cleaned regularly and well-loved. As it is now a flamethrower, scorch effects were added to show both the damage it causes to the object and the zombies. Other areas that have been edited, such as screws holes and sawn-off sections have appropriate textures. Overall, I have accounted for the past of the objects within the model.
The lighter used is a regular zippo, but a jazz logo adds to the character of the user. A piece of rubber has been attached to the inside to allow for easy ignition without burning oneself.
The trumpets valves have been replaced with spray cans that are the ignition source for the flamethrower - nails at the bottom of the valve holders being the hard surface for the pushed down sprays to use to emit their flammable gas. The nail ends that stick out of the valves are covered with messy bluetack.
Small additions include a handle and a strap for ease of use and carrying. The handle uses the soft gripped handle of a tennis racket attached to a pipe bracket around the bell of the trumpet – screwed into the top of it. The strap is unclipped from a trumpet bag and clipped onto the supports of the trumpet.
Concept Art
Mechanical Prototyping
Western Shootout
For a university project, I had to produce a simple FPS shootout level and record an analysis of the blueprints I created. To add a narrative to the game, I implemented dialogue and flow, as well as a switching FPS and Third-Person perspective, so that the player could know who they were playing as. I added a western theme to the idea, making sure everything in the scene, from the wooden buildings to the weapons were designed to a coherent ideology.