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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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Mum’s Studio

Mum's Studio in Unity My mum was lamenting how hard it was to visualise where all her furniture could fit in her ceramics studio - so I offered to make a simple tool for her to be able to click-and-drag furniture around and then walk through the space in 3D. This project was very limited in scope - but my mum did submit feature requests for saving/loading and to see the names/dimensions of selected objects, which I obliged. It was created in Unity 3D - and the very basic models were made in Maya.
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IoT Project – Car Rental System

  Car Rental System - Internet of Things Project As part of my Masters of IT, I worked on a team of 4 to develop a python-based Car Rental System that ran on Raspberri Pi. The complete system had many components, including:- A customer website built with Flask. Customers could view/book/return cars.- An admin website built with Flask. This website had separate functionality for admins, engineers and managers and also connected to Google Maps, Google Calendar, and Google Assistant SDKs. - A RESTful API - A Console-based application that included Facial Recognition, Bluetooth and QR Code functionality. My responsibilities included the front-end development of the website, creating the Flask infrastructure, and then building reusable UI components and Jinja templates. This front-end development involved connecting to external APIs like Google Maps as well as connecting to our internal RESTful API.I was also responsible for the Google Assistant SDK integration - training a Dialogflow agent that connected to the Assistant SDK running on a Raspberry Pi with a microphone.  I took shared responsibility of managing the project with one other team member. Together, we set up and created Documentation in Trello, Google Docs and implemented the Sphinx documentation.   
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Shuttlecats Web App

Shuttlecats Web App Shuttlecats is a social badminton club for queer women in Melbourne. We had previously used a manual pen-and-paper 'pegboard' system for court/game/player management. I designed and implemented two websites to digitize this process.  The player-facing site was created with PHP, allowing players to organise into courts/games and visually show their grade/status. 'Plain' Javascript was used to add basic animations and click-and-drag functionality for ease of use. All of the player data was stored on a MySQL database - this stored player information like name and grade, but also statistics like: time since last played, membership status, etc. A separate admin-facing site was created to enable Shuttlecat committee members to: add new players, manage memberships/grading/attendance. 
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