Video Composition

Various video footage was captured over the development period, these were used to create demo reels and trailers.…

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Game State Management

Each level can be in many different states, keeping track of states within a level, and saving out level states to disk is an important requirement given the length of gameplay.…

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Trigger Systems

I like to build systems and components that other designers can use to speed up their workflow, and/or get specific functionality without having to write custom scripts.…

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Conversation

In Consigned to Oblivion a conversation is a linear exchange with no options or alternative lines and basic dialogue follows a prompt -> response format.…

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Level Design

There is a large focus on baking the narrative into the environment. As a group we decided that a hub based level architecture, would allow us to explore Pauls current mental state more than a linear level map.…

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Portals

In our game we wanted to make areas that would go around and around in a circle, but only in one direction. Teleportation was the obvious answer, but to make this a seamless experience for the player we needed a way to teleport them without them noticing.…

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Shaders

In this project we have had a few diferent uses for custom shaders all of which I've buit using a node based editor called Amplify Shader.…

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Waterloo Uncovered

Working with the charity Waterloo Uncovered over a 24 hour period, we designed, pitched, created and then finally presented a working prototype game integrating the past and present in an immersive archaeological environment.…

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3D Modelling and Texturing

Over the course of the games production I have been required to do some 3D work. I'm not so experienced with Maya so I initially selected a modelling option that is closer to Photoshop.…

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