Tag: Cinemachine
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Alternate Realities Pwnisher Challenge
The full ‘cinematic cut’ of my Alternate Reality The hover dolly doing it’s thing, beatup, old, but still reliable Hover Dolly by MattMurch on Sketchfab The hover dolly was one of the biggest focuses in preparing for the competition. I wanted to creat a wholly original design that felt like an antique. Alternate Realities Challenge…
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Terrorarium: Cinematic Terrorariums
The 2nd place terrorarium. An impressive garden with variety and strong organized elements, but also very unfocused, with each area being similar in opulence, and completely self isolated. The 1st place terrorarum. I focused on a more open, and more focused design. Strong vertical elements and a very central focus with easy visibility form any…
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Terrorarium: Pre-Rendered Cinematics
Roles: Cinematographer, Director, Editor, Environment Artist, Texture Artist, Animator, Look Developer, Concept Artist I was brought on by Stitch Media to create all of the Terrorarium pre-rendered cinematics. That meant working from the original narrative scripts and building everything from scratch. I created storyboards, modeled the required environments, created new shaders, textures, animations, and choreographed…
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Modbox 2.0 trailer
Some work form our recent Modbox 2.0 update. I recorded a few of the gameplay clips for the trailer.
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Spirits: Flashback Arcade
Flashback Arcade is designed as a world of its own, with easy access for the boss it drives combat while delivering a lot of unique atmosphere. The lighting of an almost all black room can be a hurdle. I needed to add a lot of lights, and that gave me a great opportunity to add…
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Spirits: Back Halls
The opening area of Spirits. This room needs to guide the player forward. It also hold the main menu on an arcade machine. The room connecting Flashback Arcade too TechnoShed. Employees gather, to watch TV and play the Arcade games on there down time. Between TechnoShed and Lancelot Music is this store room. It holds…
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Spirits: Mill Lake Mall
To help the player keep their bearings I gave the mall several key guiding landmarks. The greenery and shadow guides the player away from the areas they shouldn’t be, our vibrant lighting elements keeps the focus on each store and the main gameplay areas. The introductory areas introduce the visual elements of the game and…
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Spirits: TechnoShed
TehcnoShed’s sign is based on a retro futuristic angular design style often used for mall electronics shops. Inside of TechnoShed we optimized the environment for gameplay. It’s a place where the player can hide and shoot unhindered until they got their bearings, or run out of TV’s. TechnoShed has a very wide and shallow layout…
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Spirits: Lancelot Music
We called on several classical record and asset stores to influence the style of our Lancelot Music. The record store provides a medium level of complexity: A few object types, lots of maneuvering room, and a bright and vibrant room to welcome the player. Roles: Environment Artist, Modeler, Texture Artist, Lighting, Technical Artist Lancelot Music…
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Spirits: Burger Royal
Burger royal is a throwback to classic 80’s Burger King Inside our retro furniture is on full display, as well as popular 80s carpeting and wall decoration. Part of designing Burger Royal was connecting it to the back room. By laying out the throwable assets we guided the player into the safety of our back…
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Terrorarium – Early Access Trailer
Roles: Cinematographer, Environment Artist, Texture Artist, Animator, Lighting, Concept Artist, Choreographer I was brought in to build and shoot the Terrorarium early access trailer. I was brought in to sequence timelines and build up dynamic shots with Cinemachine. Working closely with their lead artist I built new sets, designed some real time visual effects, and…
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CRC 5G Demo, VR Specialist
The demonstration running on the 4k star 3D screen. I converted the project to run off of a Unity visual star machine, this simplified the code, and made manipulation easier. A map of every cell tower in Ottawa interacting in real time. The timeline became an integral part of our pre-scripted demos. Reducing development time…
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AAP-003 – Vissualization
Roles: Environment Artist, Modeler, Animator, Choreographer, Cinematographer Created in unity for realtime, in engine rendering. The goal was to embrace the new cinematic tools that Unity has developed and build an amazing game environment.I generated/modelled and animated each ship, modelled the all environment assets (expert the rocks). All characters where created by me in FUSE.
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Terraformers: Space Command – Release Trailer
A spider mech takes on the slime The tri-station passes by the Terraformers logo The tri-station watches over the battleground. Aliens on the move. The tri-station passes by the Terraformers logo. Aliens attack the resource extractor. The tri-station passes by the Terraformers logo. A sniper mech and hover mech stand guard. Roles: Cinematographer, Technical Artist,…
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Daedalus: Sniper of the skies
A hero unit from the upcoming game Terraformers, Daedalus is a lethal sniper with the eyes of a craftsman.