BumbleBass

BumbleBass

3D sculpt for a competition by DKCG. I went for a music theme: speakers, audio cables for hair, and equalizers for wings. To give it some more character, I decided to give it insect characteristics as well, incorporating bee aspects.
Click photo for Sketchfab page.

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Strumpy – Skybox

Strumpy - Skybox

A Strumpy shader for my independent research assignment into Strumpy Shader Editor. Used to create a day/night cycle with working sunrise and sunset. Scrolling clouds added on top. Day cycle speed and horizon can be changed with a float value

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Strumpy – Rope

Strumpy - Rope

A Strumpy shader for my independent research assignment into Strumpy Shader Editor. Used to apply vertex animation that emulates wind, allowing the user to control what parts move how much using vertex colour.

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Strumpy – Hologram

Strumpy - Hologram

A Strumpy shader for my independent research assignment into Strumpy Shader Editor. Used to bring different channels of a texture in separately, multiply them by different colours, and add a scrolling scan-line effect. Also causes the bars on the bottom-right to distort back and forth.

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Strumpy – Grass

Strumpy - Grass

A Strumpy shader for my independent research assignment into Strumpy Shader Editor. Used for distorting grass without actual grass meshes. Also has sweeping light effect that moves across the mesh.

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Strumpy – Flame

Strumpy - Flame

A Strumpy shader for my independent research assignment into Strumpy Shader Editor. Used for a cheap flame without need for particle effects. A small candlelight is used as an example, but the same system can be used for a larger flame.

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Rapid Prototyping – Week 4

Rapid Prototyping – Week 4

This week I am working with a new group, improving upon their previous prototype, “Echo”. Echo is a horror game, where your eyes have been removed and you must rely on your echolocation to escape the ghost that’s pursuing you. In terms of art, the models and normal maps have been improved, and the programmers have altered the shader to allow the echolocation pulse to allow normal maps, as well as improving the AI.

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Rapid Prototyping – Week 3

This week, my team made a 3rd-person shooter called Yolomancer, where you must enforce the will of Yolo by preventing the undead from living more than once. It featured a ranged attack, possession attack, and an energy shield, and the player’s abilities would grow as they progress through the game, as would their ability to open gates to progress into new areas. A web build is accessable through the following link:
http://www.theseblokes.com/YoloMancer/YoloMancer.html

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Rapid Prototyping – Week 2

Rapid Prototyping – Week 2

The game my group prototyped this week – The Holy Ale – builds upon what we learned from last week’s platformer. This time we introduced enemies, attacks, health and allies to be protected. A definite improvement over last week, but we still feel we can improve further.

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Rapid Prototyping – Week 1 (Part 3)

Rapid Prototyping – Week 1 (Part 3)

We finalised our game prototype for week , a platformer named “Omni”, where the camera will move in a random direction, and the player must keep up, with a choice of 4 levels. This was a learning experience more than anything else, and will serve to improve further prototypes

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