Gastrognome (PSN Game)
About This Project
While studying at Gamer Camp Pro we undertook an 8 month long project to develop a playable Demo to be ready for a greenlight pitch in front of Sony executives.
Sony had provided us with an IP of their own along with a design brief.
Responsibilities:
As an aspiring environment artist I was responsible for the town, considerably the largest level within the game. It was a lot of work and resulted in lots of overtime. Working on an entire level of this size was something new to me and had a very steep learning curve but I relished the challenge and improved considerably as an artist.
NOTE:
- Due to limitations of the Phyre engine, and its unstable nature, normal maps were removed from the game and diffuse textures were considerably downsized with the specular maps added in the alpha channel.
- Textures were created by Emma Douglas, who was responsible for textures and GUI.
- Characters were done by character artist Simon Foster.
- Primary concept artist Isaac Barrett was responsible for the battle arena level.
- Technical Artist Richard Haddon was responsible for the Forest level, and helped out with optimisations of the town level during final two weeks of production while I was in hospital and recovering from a surgery.
Sony had provided us with an IP of their own along with a design brief.
Responsibilities:
- Designing and concepting and prototyping ideas; including the art style and layout of the level
- Modelling and unwrapping Castleton (town area) level; Such as the buildings, Castle, Ground, Props and Carrack (which also appears in other levels)
- Texturing all assets within town level
- Creating collisions for town level [collisions were also used to differentiate footstep sounds depending on the surface; i.e. stone, grass, wood and carpeted surfaces used different sounds]
As an aspiring environment artist I was responsible for the town, considerably the largest level within the game. It was a lot of work and resulted in lots of overtime. Working on an entire level of this size was something new to me and had a very steep learning curve but I relished the challenge and improved considerably as an artist.
NOTE:
- Due to limitations of the Phyre engine, and its unstable nature, normal maps were removed from the game and diffuse textures were considerably downsized with the specular maps added in the alpha channel.
- Textures were created by Emma Douglas, who was responsible for textures and GUI.
- Characters were done by character artist Simon Foster.
- Primary concept artist Isaac Barrett was responsible for the battle arena level.
- Technical Artist Richard Haddon was responsible for the Forest level, and helped out with optimisations of the town level during final two weeks of production while I was in hospital and recovering from a surgery.
Agent 17 (iPad Game)
About This Project
Agent 17 is a 2D touch-screen controlled side-scrolling platform game, that was developed for the iPad2. In its four months it garnered over 4000 downloads.
Development lasted a mere 6 weeks, in which the first week was used for design. We used the GarageGames’ iTorque 2D engine, circumventing most of the scripting functionality and coding directly in C++. I was personally responsible for modelling and animating the characters whilst also helping out with the environments.
iStore link (free download)
Development lasted a mere 6 weeks, in which the first week was used for design. We used the GarageGames’ iTorque 2D engine, circumventing most of the scripting functionality and coding directly in C++. I was personally responsible for modelling and animating the characters whilst also helping out with the environments.
iStore link (free download)