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"Mushroom Lighthouse" 🍄
Created April-May 2022 as a personal project.. My first little project in Unreal Engine 5 (UE5): rendering and presenting my Mushroom Lighthouse 3D model that I made for the Sketchfab weekly challenge as a diorama-style "mini environment" with atmospheric lighting and particle effects. This was my first Sketchfab weekly 3D modelling challenge. The theme was "Lighthouse". I was inspired by fairy tales, cartoons and such. I wanted to make something really different and unique around the theme and I’m pretty happy with how this turned out - I then decided to bring the model into UE5 and make a little diorama style environment to really show it off - and also to get some vital experience with UE5! Software Used:
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"Hangar 13"
Created June-October 2017 as my final MA piece. "Hangar 13" is the final project for my MA Games Design studies. The goal of my MA was to gain a complete understanding of the creation of atmospheric 3D game environments, and this environment is the culmination of the research and practical work that I undertook over the course of my my year-long MA. "Hangar 13" is a futuristic mechanic's garage/military hangar, set in the mid-21st century in a dystopian setting. The scene features PBR textures, dozens of props, particle effects, and complex lighting arrangements. The video is accompanied by SFX and music created by myself in order to achieve my goal of creating an atmospheric environment. I wrote a very detailed report on the creation of this scene on my MA blog. Software Used:
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"Stone Circle"
Created February-May 2017 as part of my MA Games Design practical work. This scene is set in a mysterious forest in Iron Age Britain and features a Druidic stone circle and altar as its focal point. The scene aims to create a sense of mystery and atmosphere with magical undertones through the use of weather, ominous lighting, an orange and green colour palette, foliage, visual effects, symbolism and a fantastical subject matter. This was one my most ambitious and technically demanding scenes to date. It called upon many skills from 3D modelling and PBR texturing to composition, VFX and material design. I created a presentation video and accompanying musical score for the scene. I wrote a detailed report on the creation of this scene on my MA blog. Software Used:
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"Roman Milecastle" Created November 2016-January 2017 as part of my MA Games Design practical work. Inspired by digital reconstructions of historical environments as-well as RPG and RTS games, this scene depicts a Milecastle on Hadrian's Wall during the Ancient Roman occupation of Britain. This is a large outdoor scene set in Winter. The atmosphere hinges on the careful use of post-processing, landscaping, realistic architecture and props. Software Used:
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