Hi, I am a third year student on a games design degree at Plymouth College of Art in the UK. I specialise in level design, texture art and writing. This blog will contain a portfolio of my work that has been completed over the last year. Anomalous is the project that has been produced in this final year by myself and my colleague Ryan Lund.
Please use the sidebar links for easy access to various sections.
Anomalous
Wednesday, 28 May 2014
Tuesday, 27 May 2014
Anomalous Screenshots
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| Titled "The Archives" |
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| Titled "The Engine Room" |
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| Titled "Statis Pod Warehouse" |
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| Corridor Type 1 |
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| Corridor Type 2 |
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| Corridor variant colour |
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| Bloom Effects |
Above examples of hallucination effects in the player character, achieved by using post process volumes.
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| Doorway |
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| Bridge |
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| Bridge, Redesigned |
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| Particle effects after animation and lights trigger. |
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| Particle effects on engine parts before lights and animation trigger. |
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| Particle effect framed by engine parts and "Chinese Room" puzzle. |
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| Orientation room alternate angle |
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| Bridge room from the outside. |
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| podroom upscaled |
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| Orientation Room Consoles and Details |
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| New hallucination Idea, fade into surrounded by a firey type particle effect. |
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| I liked the way the red in this hallway frames the particle effects in the other room. |
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| Particle Effects on engine reactor |
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| Quick Presentation made in UDK of the Ship near the Planet. Not included in game. |
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| Airlock Doors |
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| Entire Level in Editor |
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| Mechanical Arm in Podroom |
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| Main Deck |
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| Security Camera in Podroom |
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| Security Camera in Server Room area |
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| Final Console in Server room Area |
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| Energy Bars in Server Room Area |
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| Entrance to server room Area |
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| StripLight Detail |
Monday, 26 May 2014
Full Walkthrough of Demo level
And a little extra bit I made.
Audio Editing and Implementation into Level Design
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| Vocals recorded with Audacity then a Paulstrech and pitch change is applied. Vocal then exported as 16bit stereo track for use in UDK. |
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| Some sound effects needed editing before becoming useful. This is one where I have mixed a clanking sound effect over various levels to achieve a better effect. |
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| All Audio assets had to be made into the correct format using Audacity before being usable. |
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| Example of the triggering of the audio effects showing how I managed to implement the sounds in game. |
Texture and Particle Art
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| Material for one of the screen meshes used. |
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| Mesh Data based particle system. |
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| Basic Door Texture used in game with corresponding material editor node set up |
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| Slightly more complex, this one has the red parts glowing and blinking, visible in game as the Server asset in the server room area. |
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| Basic "Light Beam" using a similar material set up as the above fire. I used beam data in Cascade to control the shape and size of the Light Beam. |
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| "Energy Ball" Here I have used two instances of the same material to make smaller spheres fly out from the larger central one. |
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| Here I have expanded on the previous and used multiple materials to make another energy ball type effect. |
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| This particle system uses mesh data, the mesh was a basic sphere with a crosshatch of lightning bolts as it's texture sample. |
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| The Fire particle, using the complex panning texture and noise maps. Now with a colour parameter from Cascade. |
Flash Menu
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| Menu As appears in game. |
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| Action Script I had to learn to get this. |
It was difficult, I had no knowledge of ActionScript before I tried to do this, and then it also involved new functions in Kismet and even required me to change around some config files before baking the package so that the menu screen would always load first.
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