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entertainment arts
master games studio of the entertainment arts and engineering graduate program at the university of utah
game arts projects
ship interior »
required to be built from existing game's concept art in unreal4, targeted at 4k @ 60fps, using 4k maps
play it! |
natural elements »
for portfolio development, from industry pro visitors, i chose to develop skills in natural landscape asstes in unity5, targeted at mobile platforms, per hypothetical test
play it! |
urban plaza »
based upon idea of a self-defined art test originally spec'd to be 10 buildings totaling 30k-tris, with instanced plaza geometry — the final sported 9 buildings with a raised roadway, instanced geometry and a more complex plaza'scape in consultation with course instructor
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grand america hotel tower »
choice of several large local buildings project requirements were a 3k-tri budget and a 1024 space for each of the diffuse, normal, and specular maps
approached modeling of quad-symmetry of the building from a poly conscious perspective |
plastic blocks! »
provided with a low-poly model of an lit and composed alley this was a great opportunity to have some fun with a childhood favorite, while maintaining believable scale tile'able 512 space for diffuse, normal, and specular maps
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riddled wall »
create a tile'able texture, tile within tile i was interested in the idea of creating a smaller tile within a larger tile'able texture — the results were not optimal, more exploration is needed to refine this concept tile'able 512 space for diffuse, normal, and specular maps
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cannon pod »
while the original idea proved to be out of scope, thus being over poly-budget — there are clear opportunities to further reduce polys through baking of the high-poly structure and rust onto a low-poly spheric body developed from various thumbnail sketches, then rendered in photoshop, then finally modeled with an 8k-tri limit and max 1024 space for diffuse, normal, and specular maps
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various subjects were assigned from week to week |
studio-simulated game design projects
lights out »
you are Sparky — trying to find your way home through the great beyond after having been stripped from your cozy light-socket by the mischievous Dust Bunnies touch where Sparky is to go, find batteries as you dim, and avoid the pesky lightning Bolt
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----- blocks »
the requirement was for us to pick an early 80's game to riff on the mechanics of — for what we chose, block busting was core, but the 'why' you bust the blocks is the twist — oh, and be warned, stomping doesn't fly in order to maintain a clear reference to the 80's origins — we might have toe'd the line a bit too close visually
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catacomb escape »
how did you get behind this lock gate in a catacomb chamber — and who is that over there — and why is there a big red button in this cell, that doesn't open my gate? as a network based two-player only game — the core of this first-person cooperative puzzler is to work 'together' while never quite being sure if your 'partner' will beat you to the next exit — leaving you high and dry
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protocol: transcendence »
save the galaxy as a recently recruited infiltrator — the fact that you're a janitorial-bot makes you the perfect 'invisible' spy — that evil empire will never transcend our rebellion drag your infiltrator to the brief-case and portal off of the ship before the imperial minions radar you — evade with your emp, decoy, and teleport
[art backlog assistance from producer travis turner] |
studio-based thesis game development :: team rising cockroaches
neophasma »
can we maintain the head-to-head nature of racing while giving the player choice in path? various segments of the race track are types of 'forks' in the raod — able to flip and twist to allow the player to race on the underside of the track
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make a man thinketh »
what will be the experience of indirect interaction with npc's through swiping and pushing thier thoughts via a thought inventory system [art by producer ryan butcher]
currently in final stage of prototype development
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point and think »
experimental point and click adventure game, where the player interacts with NPCs' thoughts to manipulate their behaviors, rather than the environment, in order to progress through an interactive and light-hearted story developed, like all of the prototypes, using agile | scrum
dev team of 6 -- published on android and iOS [environment art by me]
[character art by producer ryan butcher]
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extra curricular
global game jam
see things as they 'really' are within your sphere of influence
schrodinger's uncertainty applies — because, just by seeing collectibles in the game, you change what they really are
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2015
what do we do now
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battle the other galaxy in the ultimate arena — marble style
relatively speaking: 100th anniversary of einstein’s theory of general relativity, which explained that massive objects cause a distortion in space-time
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team-project awards
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