Dynamic real-time lighting experiment created in UE4
Simulated horse racing broadcast
Real-time Arch Viz
Designed to run on low end platforms and VR.
Project Usagi Combat System
Real time 3rd person combat featured in Project Usagi.
Explore the lands during night or day.
Expansive, seamless open world.
Multiple 'elemental' inspired environments to explore.
Trackside (2016 - Current)
Trackside is a realistic simulated horse racing game developed in Unreal Engine 4. It is broadcasted to several hundred TAB venues across Australia.
This project is a remake of an older version of the game. The aim for the remake is to not only make it visually impressive, but to create a product that can be easily maintained and develop with.
In the beginning of the project, the team initially consisted of just a programmer and me as the artist.
My role involved creating the art assets and integrating them into Unreal Engine. This involved 3D modelling, PBR texturing, creating materials, creating the day and night lighting system and the weather system.
-Unreal Engine 4
Police 1013 (2015 - 2016)
Police 1013 is a police simulator being developed by Wingman Games using Unreal Engine 4. The target platforms are PC, Xbox and Playstation.
My role in the online development branch is a 3D Environment/Prop artist and UE4 Artist. I create various 3D assets and artist friendly Blueprint tools on demand. Textures are created to conform to the PBR standards.
Created for artists and level designers on the team to quickly name signs without having to create textures for each one.
Modular assets that work for multiple amount of floors.
Grid Instanced Mesh Blueprint
Blueprint that creates instanced meshes in a user defined grid.
Spline Instanced Mesh Blueprint
Blueprint that creates instanced meshes along a user defined spline.
Project Usagi (WIP)
Originally created as only a portfolio piece, it evolved into something much, much bigger.
This is Project Usagi, a solo game project created in Unreal engine 4, set to challenge every bit of my knowledge of creating a game. Everything from Game Design, 3D Modelling, PBR Texturing, Blueprint Scripting, Animation, Sound Design, Music Composition, Level Design, Lighting.
Inspired by JRPG's such as Final Fantasy, Rune Factory, and Dragon Nest. This game hopes to recreate the feeling of the old Fantasy genre.
There was a very steep learning curve into the 'Open World' genre. I had to come up with solutions to load massive landscapes, create 3D assets that are suitable for open worlds, dynamic lighting that works with weather, networking, endless optimisation, etc.
Short video showing the 3rd person Combat system. Also shows a part of the weather system when it turns cloudy
Wide variety of crops to be grown. Contains both 1 time harvests and multiple crop harvests.
Golem Spawn Animation Video
Golems are just chunks of rocks magically connect together, be careful where you step!
Texture Art Style
Project Usagi's art style lies on the border of realistic and stylised. The source texture is heavily modified using Photoshop to suit the art direction.
All textures are created for Physically Based Rendering materials.
Always Facing Up Materials
Useful for objects that have Snow/Moss/Sand.
'Always up' Material Setup
Landscape Height Map
Heightmap created in World Machine. The Resulting world is split into 8x8 pieces to allow the world to be loaded as chunks, reducing memory requirements.
Grass material is set up to blend with the underlying landscape colour, creating beautiful smooth transitions
Character Animation Assets
Showcase of the animations I have created so far, ranging from no equipped weapons, to longsword animation set, to greatsword animation set.
Treasure Hunter (2014) (Discontinued)
Treasure Hunter is a 2D Endless Runner for Apple iOS and Android that was being developed by Studio 99%.
Due to unfortunate circumstances, the project had to be cut.
My role in the project was the Gameplay Designer, Environment and Character Artist.
Saturation is a FPS for the PC, developed by 99% Studios.
Saturation is a first person shooter set in a world almost completely void of colour. In Saturation you are pitted against a horde of nearly invisible monsters that you must hunt by painting the world around you. The game features the main hunt game mode and a secondary "creative" mode, allowing you free range to paint the world as you please.
It features both Single player and Co-op modes.
My role in the project was to create the painting system, 3D models for environment, level design, particle effects, sounds, 2D textures, and any other assets when needed.