Tag: Made with Unity

  • Chicken Nuggets: Pre-Alpha Levels

    Chicken Nuggets: Pre-Alpha Levels

    Chicken Nuggets uses may worlds and looks to tell a visual story. Some levels in Chicken Nuggets are full of environmental interactions and hazards. Some levels in Chicken Nuggets focus on technical challenges. Chicken Nuggets is Double M Digital Inc.’s fist published game coming to steam in 2022!An adorable farm yard adventure with classic roll…

  • Alternate Realities Pwnisher Challenge

    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…

  • Modbox: Zombie Forest

    Modbox: Zombie Forest

    Take a nerve-wracking journey through the trees, abandoned buildings, and ancient catacombs of the Zombie Forest!Developed and designed with Modbox’s amazing voxel tools and Synty assets. This is an immersive level with many paths to explore, zombies to kill, and some beautiful haunting nature!

  • Stargate Day 2019 sneak peek

    Stargate Day 2019 sneak peek

    The recent upgrades to Unity and Blender really made this project possible. From blenders improved performance for high poly modeling and sculpitng, to Unity’s HDRP, Timeline, Shadergraph and VFX graph. Using Unity’s High Definition render Pipeline has made it possible to achieve amazing lighting and atmosphere really quickly and consistently. My Stargate model has been…

  • Terrorarium: Cinematic Props

    Terrorarium: Cinematic Props

    The syringe used to ‘evolve’ parts of the narrative. The collection of custom made props used in the Terrorarium cutscenes. For each prop there where specific interactions and perspectives I designed for. My main metric was the Moogu size, since they where always sneaking or begin placed into these props. Each prop was drawn out,…

  • Terrorarium: Gardener’s ship bridge

    Terrorarium: Gardener’s ship bridge

    The bridge of the Gardener’s ship. A warm, welcoming space where most of the Terrorarium story is told. The direction for the ship bridge was like a kind old grandmother’s home, but set in a UFO. Everything form the hand drawn wallpaper design, to the Victorian-era flower illustrations was created or selected to communicate the…

  • Terrorarium: Moogu Cave

    Terrorarium: Moogu Cave

    The cave has a mysterious past. Some of these skeletons will become familiar though the game, others will remains mysteries. The cave when the player is first introduced. Part of the cave narrative relied on mystery and obfuscation. I used a mix of detail scales and visual effects to play into that uncertainty. Roles: Environment…

  • Terrorarium: Pre-Rendered Cinematics Workflow

    Terrorarium: Pre-Rendered Cinematics Workflow

  • Modbox 2.0 trailer

    Modbox 2.0 trailer

    Some work form our recent Modbox 2.0 update. I recorded a few of the gameplay clips for the trailer.

  • Spirits: Flashback Arcade

    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…

  • Spirits: Back Halls

    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…

  • Spirits: Mill Lake Mall

    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…

  • Spirits: TechnoShed

    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…

  • Spirits: Lancelot Music

    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…

  • Spirits: Burger Royal

    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…

  • Terrorarium – Early Access Trailer

    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…

  • Interior Mapping Shader

    Interior Mapping Shader

    A realistic scene demonstrating the immersive value of interior mapping. A demo showcasing the interior illumination and glass refraction built into the shader. Roles: Shader Artist, Technical Artist The shader features a cubemap based interior renderer, using standard PBR textures you can render 1000s of windows on one face at almost no cost. I based…