
Wayward Strand Technical Art
Screenshot of in-game footage from Wayward Strand's trailer Paintover by Kalonica QuigleyWayward Strand Technical Art Wayward Strand is a real-time narrative game where players explore an airship hospital in the 1970s.Wayward Strand is currently being developed by Ghost Pattern and more information can be found here: https://waywardstrand.com/I was brought on to the project to assist with the Technical Art aspects of the project, as well as some supporting 3D Art work. Some of my work on the project includes:- Creating 3D Environment/Prop Art Asset Pipelines- Contributing to development of art style/how to best achieve these aesthetics in Unity- Collaborating with Architectural consultants and the team to design the layout of the ship's interior and exterior- Creation of the ship's modular interior components and the exterior of the ship- Creation of various Environment and Prop 3D Models- Creation of supporting textures to function as a backup for any non-bespoke assets- Improving Shaders to better reflect our visual goals- Documentation of pipelines, and optimisation of models and Unity project structure
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Tri-planar Detail Shader
Concept art - by Jennifer ReuterTri-planar Detail Shader in Unity A shader I created for a project in development called 'I Love You Tokyo'The shader was created to limit the amount of art production time spent creating individual UVs/textures for every asset in the game. The brief was to emulate the concept art's addition of "impressionistic" blobs/shapes on assets.The shader is still a work in progress but currently supports:Flat colour outlinesVariable thickness outlines, generated from either mesh normals or custom normals baked into vertex colour data Rim lightingStandard Rim lighting controls Custom Shadow lighting Color picked for shadow colour, and per material control of how "sharp" a shadow is - intended for cell shading but softer Custom tri-planar overlay texturesAbility to choose from "pattern" textures that convert RGB channel data to HSV offsets. This means that the same pattern texture can be used on any coloured object and still give good results. An extensive amount of control over tiling/offsets of each texture, as well as global scale values.
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‘Mage’
'Mage' Outfit for Sims Freeplay A 'mage' style outfit for the Halloween update for The Sims Freeplay ConceptModellingTexturingSkin weights
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soundscape
Sing to send soundwaves rippling across the landscape soundscape Global Games Jam 2017
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