Gallery

Resumé HERE

Current Project:

pl_kansas (a TeamFortress 2 map): (Very Early stages)

24-hour map design/creation:

(VIDEO HERE)

This was a project to try to design, layout, create, texture and light a level in 24 hours.

(A quick video playthrough is available at http://www.youtube.com/watch?v=gG-wXjpjtEw )

It actually took slightly over 24 hours. If I had more time, I had planned a small “pulley/elevator” puzzle for the levator shaft and the switch in the “electric gate room” was adapted at the last minute from a plug and socket puzzle. Given more time I would also have spent a little more time on the texturing in some areas.

Add on: (I was really disatisfied with the look, so I spent another hour or two just making a few minor tweaks that I think really improve the atmosphere.

Atmosphere Experiment (7MoreHours):

These images are from a project I began (and will likely never go back to) to attempt to create a variety of atmospheres, using layout and lighting. I plan to post a full analysis another time, but for now I’ll explain that the blue lighting, dark metals and right corridors (aided by the bands throughout the hall) all help to create a feeling of being trapped, enclosed and squeezed in. The level also includes; a man hanged in the bathroom, a man floating in an electrified pool of water (from a ship leak) and a man who is alive the first time you see him and has shot himself the next. These are all to keep the feeling of opression and sulleness. The chef’s hat burning on the stove was a small attempt at the crew’s dark humour.

CryEngine2 Experimentation:

The screenshots above were from my first forays into the CryEngine. It’s a wonderful engine, provided you have a team of modellers to support the level designers. (Most models in these scenes were from free repositories on crymod)

Dragon Age Project:

The images above are from my first attempt to create an add-on quest to Dragon Age. It wasn’t wholly unsuccessful, but I learnt so much from the first time, if I went back, I’d restart the project.

Fallout 3 (G.E.C.K.) Design:

Above images were from my first attempt to make a Fallout 3 expansion. When F3: New Vegas comes out, I’ll try to port this over to the new engine and continue it. The screenshots show your first mission from a family of hired killers. You are to kill a paranoid writer who never leaves his house. He has a retinue of guards who hate him and a Supermutant Brute that he somehow has control over. If you explore, you may find the vault under the mansion and the secret lab within.

Programming:

UDK Scripting:

(VIDEO HERE)

This was my first and only week I spent doing UDK scripting. I’d never used UnrealScript before. By the end of a week of playing around, this was the result. I implemented camera-relative movement (with turning), a veeeeeeerry simple cover system and an even simpler sprint script 🙂 I had planned to create something similar to an action roguelike in UnrealScript but the engine doesn’t support brush creation on the fly, so I stopped after the first week.

(Although the video doesn’t show it, it was possible to move along the wall to the edges but no further unless you left the cover. This would have been replaced by a “peek” sytem.)

Final Year Project – Neural Networks for Crime Solving:

My final year project was an Artificial Intelligence System. The full title was “A Neural Network Approach to Criminal Profiling” and entailed using Neural Networks to determine characteristics of an offender based on different aspects of the crime. For the given selection of data, an accuracy of 80% was reached for theft type crimes.

DeskMate:

(I had some issues running program on Windows 7, hence the screwy screenshot)

This was a simple program to allow you to have a picture of your choice, with transparancy that sits on top of your desktop, but you can still click through. All of the options (including making it draggable or click-throughable were handled in a taskbar icon.)

Articles:

Psychology For Games Designers 101

https://clockwerksgames.wordpress.com/2010/02/03/phychology-for-game-designers-101-r/

There are some inaccuracies in this document that I have discovered as I have learnt more, but I feel that it may still make an interesting read. One day, I will post 102 and really get into Thorndike’s Puzzle Box (at this point I will also address the inaccuracies in 101.

Random Other Works:

Each of these speed-doodles were created in zBrush in less than 2 minutes. I love to play with that program 🙂

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