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dmprisonbreak Quake Map | Github repository
Prison Break is a multiplayer Quake map, made for fast-paced arena combat, based around a hub-and-spoke layout with six prison wings.
Wireframe top-down view of the map
Early playtests felt that there wasn't enough cover, so I pivoted, putting in cells for players to spawn in and keeping them relitavely safe from anyone shooting down the wings. The tight side-to-side and vertical combat in the wings keeps the playing field even, as spawn points in each wing meaning no where is safe to camp.
I go more into depth into the early design thoughts in the video commentary below, and in my written notes that you can read here.
Khajiiti Chess Set
An in-engine view of the different variants of the chessboards, each prefab with different arrangements of pieces for use by level designers.
Another contribution of mine to a Morrowind modding project, Project Tamriel.
As part of PT’s workflow, quest and level developers may request for a certain asset to be made. Asset developers such as myself then come along and see what is being asked for and opt to develop it if the request suits our skillsets.
For this request, a developer asked for a chess-type game for the fictional cat peoples of Morrowind’s setting, the Khajiit. Sometimes these requests come with a concept that asset developers can work with, but this one didn't so I had to make one myself.
Requests like this will outline what’s needed or provide a reference of what to make. If there isn’t a concept reference, other references and details are provided to give potential developers as close of an idea as possible to follow.
The original request made by a Project Tamriel developer, and my concept for the board layout and game piece form factor, based on the specifications provided.
These mod projects have a close attention to detail with Morrowind’s lore and setting, not just from quest writers but from asset developers as well. Visual conventions must be followed while making assets, especially for assets such as this, where everything should be purposeful.
My first step in making a concept was sketches. Outlined in the request were its specifications: different types of pieces and an 8x8 space board.
Looking to the source material, the Khajiit hold the moons in high importance, and as mentioned in the request, there are 16 phases of the moons. For my initial concept sketch I found a way to have 16 tiles that could depict a different phase each to draw this cultural connection.
After that, I went into GIMP to try arrange the phases in different ways before finding a pattern that made sense. While the request didn’t require a whole rulebook for the game, it should look like it’s a game people could plausibly play.
Once I had the board plan done, it was a matter of making it an actual game asset. Using a tile texture from the game and scaling it to the spaces in my board, I created a texture that looked like it fit in with the game’s style.
Iterations of the board, using moon templates courtesy of the UESP to help find an arrangement that looked plausible on a board game, before using a tile texture from Morrowind to make a final board.
Modelling the pieces was a challenge. Objects at this size in-game don’t usually have a lot of detail, so I had to pay attention to the texel resolution and general detail to make sure it matched the game's fidelity.
I settled on having the game pieces be made of wood, so I had to make sure the geometry looked believable as being carved from wood. I also made sure each piece had a distinct style and silhouette, again trying to tap into the cultural connotations of the people who would have made this.
All in all, it was probably one of the more involved assets I’ve made for Morrowind, as I had to develop the concept from scratch. Working within the framework of existing lore and design decisions can be challenging, but I felt I got a lot of flexibility with how I could approach this, and I’m very happy with the results.
Dock Tileset
A set of renders of the various dock segments.
As part of my asset work on the Tamriel Rebuilt mod project for Morrowind, I made a modular dock set for one of the project's locations. While the textures are from the game, the geometry and design are original.
This was my first time making a modular tileset, so there were a lot of things I had to figure out for the first time. This included converting Blender's metric units to Morrowind's own proprietary measurements, making sure texture UVs matched up along the entire length of the docks, and adding vertex colouring to make sure it matched the game's aesthetic and graphical fidelity.
My original concept sketch of the docks.
Red Crown Templar
A basic render and view of the knight's wireframe.
Made as part of a Unity in-engine lighting exercise, I made this knight character as a setpiece. While the character was rigged, the topology was wonky (my first attempt at a rigged character model), so I had to make some tweaks to the positioned knight's geometry for the final render.
Echoes of Regret Assets
A small selection of low-fidelity meshes I made from scratch for a Games Now! gamejam project, Echoes of Regret. Most textures were based on photographs scaled down and colour-adjusted to match the game's atmosphere.
ExpressOS 96 Icons
Some icons for a fictional operating system, ExpressOS. I mostly made them as a small exercise in low-resolution graphics, intended for an earlier project but never implimented.