This is a technique I use to quickly sculpt and texture various rock formations or even terrain patches for the level designer to use in world building. Since this workflow uses tiling textures it has the benefit of increased texel density versus a unique unwrap for texturing. It also means you are capable of scaling the tiling depending on the size of the rock in engine if you so choose. Read More
This game was made in a week for a friend’s birthday. It runs on any html5 capable browser (Firefox, Chrome), as well as PC and Mac. It’s a simple platformer based off Vlambeer’s “Super Crate Box”. This was my first time programming a platforming game and comes complete with a score counter, tutorial, music and sound fx. This taught me different types of collision detection, simple AI behavior and path-finding, double jumping, creating 8-bit like sound effects as well as sprite graphics, and most importantly, finishing a game on a tight deadline (learned to cut features!).
This game uses keyboard only.
Another game I developed in my spare time. You’re a prehistoric bird that’s trying to escape the end of the world. So it’s up to you and your flamey tail to escape. This game is currently up on the Apple App Store with a release on Google Play/Amazon store to follow shortly. It’s a free game supported by ads, but they don’t get in the way much.
This low poly building uses one set (Diffuse, Normal, Specular) of modular textures. Each texture is 1024X1024 pixels and the pixel density is 128 pixels/meter. The model itself is below 2000 triangles.
A low poly model that uses two modular 512×512 textures. Using several modular meshes, you can construct several variations of a building.
It’s Sawtooth’s Burning Blade of Swizzle.
A re-imagined Terran version of the Shivan Manticore fighter from the awesome Space Sim, FreeSpace 2.
Some artists at work all decided to model a character from the X-Men comics. I chose the alien Brood Warriors.