Portfolio
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Game Levels
| Ragnarok |
Client: Art Institute of Vancouver-Burnaby, Level Editing 100, Mark Baxter |
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Welcome to Ragnarok, the sink of the gods. Ragnarok was produced in Unreal Editor and Maya 5.0 for Level Editing 100 at AIVB, August 2003.
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| Enterprise Mess Deck |
Client: Enterprise
NX-01 mod |
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Enterprise Mess Deck is one
deck for the Enterprise
NX-01 Mod, soon to be released for Star Trek Voyager:
Elite Force. This level combined the original Mess Hall,
and the Corridor level (corridor by Captain Max Ames). The Mess
Deck was used for the first set of promotional screenshots for the
mod. Enter the Gallery. |
| Waterfall Level |
Client: McMaster University, Thesis Committee,
Joanne Buckley and |
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Waterfall Level (Ctf_waterfall)
was a major thesis component for my Multimedia BA. This level was
used to demonstrate the artmaking characteristics of video games,
and how the video game world collides with the art world. |
| Eudora Landing |
Client: Self |
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Eudora Landing is a level
for Star Trek Voyager: Elite Force. Eudora Landing
was built to illustrate an unpublished tutorial on using height
maps to create asteroid surfaces and other landforms. |
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3D Scenes
| Abbey Scene |
Client: Art Institute of Vancouver-Burnaby, Advanced
Lighting and Texturing Class |
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Abbey Scene was created in 4 hours for a speed
lighting and texturing assignment. I was given the abbey mesh, and
I had four hours to locate textures, map the textures, compose the
shot, position the lights, and render the scene. Software used was
Maya 5.0. |
| Still Life 'Struck Gold' |
Client: Art Institute of Vancouver-Burnaby, Advanced
Lighting and Texturing Class |
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Struck Gold was forged in Maya 5.0 using a variety
of advanced techniques. Both lighting and texturing were carefully
considered for Struck Gold, as I finessed my vision
of a striking and golden scene. |
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3D Animations
| Dragon Fly On the Farm |
Client: Art Institute of Vancouver-Burnaby, Advanced
Lighting and Texturing Class |
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Dragon Farm on the Farm was created in Maya 5.0.
Mesh was provided, which I then UV mapped, painted in Photoshop 7.0,
applied textures, set up scene, animated, and rendered. |
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Game Concept Documents
| Deep Delivery |
Client: Art Institute of Vancouver-Burnaby, Game
Design 100, Anthony Gurr |
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Deep Delivery is a fresh and thrilling
bike courier action game set on the streets of Vancouver, like Dark
Summit meets Tony Hawk. |
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Level Design Tutorials
| Primitive Priorities: An Unreal
Editor Tutorial |
Client: public, Travis Draper |
| Primitive Priorities:
An Unreal Editor Tutorial |
Primitive Priorities is a descriptive tutorial
on the three kinds of primitive available to level designers of Unreal
Tournament 2003 levels. |
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Game Art
| The Saving Scroll |
Client: Art Institute of Vancouver-Burnaby,
Game Design 100, Anthony Gurr |
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A concept title screen for The Saving Scroll,
developed as an art asset for game concept document. The Saving
Scroll is a dangerous race across time, like Ico
meets Indiana Jones. |
| Deep Delivery |
Client: Art Institute of Vancouver-Burnaby,
Game Design 100, Anthony Gurr |
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A concept title screen for Deep Delivery,
a thrilling courier game set in Vancouver. |
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Traditional Art
| Sketches from A Bike Trip Across Canada
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Client: Self |
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Sketches: During the course of my bicycle trip
across Canada, I kept a journal. This journal included sketches I
drew during the trip. |
| A Self Portrait |
Client: Self |
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Sketch: A Self Portrait |
| Contrast |
Client: Self |
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Sketche: Two Contrasting Objects |
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Classical Animations
| Marika's Space Walk |
Client: Art Institute of Vancouver-Burnaby,
Classical Animation 100 |
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Marika's Space Walk is a pencil
test animation created for Classical Animation 100. Our project was
to design a character, and create key-frames and in-between, a multi-layer
background, capture into AXA, and replay with a parallaxing background. |
| Space Ball |
Client: Art Institute of Vancouver-Burnaby,
Classical Animation 100 |
| No Image |
Space Ball is a pencil test animation
for Classical Animation 100. Project was to model a ball in motion,
for which I modelled a ball being ejected from a space capsule, landing
on a cratered planetoid, bouncing crazily as the space capsule orbits
overhead, and then bouncing spontaneously towards the space capsule,
generating a huge explosion. The ball survives, and flies towards
the viewer, while the space capsule is kaput. |
| America Consuming Space |
Client: Art Institute of Vancouver-Burnaby,
Classical Animation 100 |
| No Image |
A morphing pencil test disguised as a subtle political
allegory, or was that a subtle political allegory disguised as a pencil
test? You decide. |
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Short Films
| The Palindrone |
Client: McMaster University, Digital Media (Audio
and Video) Course, Prof. Andrew Mactavish |
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After a surprise visit from a higher power, a disenchanted dream-maker
Gregario Sysyphus sets out to destroy the Dream Factory, where dreams
are made real. Collaboration with Selena Kerr.
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Flash Animations
| A Pan-Galactic Creampie |
Client: McMaster University, Professor Robert Hamilton |
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A Pan-Galactic Creampie is a short
Flash comedy animation. Caught up in a galactic feud, the Jawas must
find the worst joke in the galaxy. |
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Educational Software
| A Lesson in Platonic Solids |
Client: McMaster University, Computers in Education
4th Year Course, Professor Ron Gabor |

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A Lesson in Platonic Solids is
an educational software prototype for high school students in Ontario
high school mathematics. Flash 5.0 and Learning Interactions extension
were used, and development time was 3 weeks, in March 2002. |
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Photography
| Cycling for Sustainability
2002 Photo Memoir |
Client: Self, Fellow Cyclists, Well
Wishers |
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Welcome to Cycling for Sustainability
2002 Photo Memoir. This photo memoir covers our travels
between Thunder Bay, Ontario and Cape Spear,
Newfoundland, and spans the period July 7, 2002
to September 24, 2002. Enter
Memoir.
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Website Design
| Planet Emceedeus |
Client: Self |
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Developed to showcase my work. Initial Concept:
Game Boy meets Next Gen Developer.
Think outside the grid! Planet
Emceedeus |
| IGDA Vancouver Chapter Website |
Client: IGDA Vancouver Chapter, Chapter
Coordinator James Everett |
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Design and produced for the IGDA Vancouver Chapter in April 2003.
Development Time: 4 weeks. Maintained as webmaster to present day.
Technologies: PHP, CSS, HTML. Additional tasks: Content writing,
Resource links creation, and site promotion.
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Literature
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Publications
| MAST in Da House |
Client: McMaster Area Support Team,
M*A*S*T President James Richardson; McMaster Silhouette |
| MAST
In Da House |
An event article written about Hallowe'en for the
McMaster Area Support Team, published in the McMaster Silhouette. |
| The McM*A*S*Ter Plan |
Client: McMaster Area Support Team,
M*A*S*T President James Richardson; McMaster Silhouette |
| The
McM*A*S*Ter Plan |
An achievements article researched and written about
M*A*S*T, published in the McMaster Silhouette. |
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