Final Portfolio

So, I’ve taken some time away form the project to get ready for the portfolio presentation that is happening next week, compared to last year where I presented in power point, I decided to do a complete overhaul of my portfolio and instead upload all of my artwork to ArtStation, I’ve heard from many that this is the best and most professional way for artists both from movies and games to showcase their work.

Now knowing what I want to do, I went through every single one of my models, took new renders, made a slide showing the general information and showing Uv maps as well as topology, and then as an extra I also uploaded a marmoset viewer for each of them. Overall this was for 14 models so it took a while of tedious boring tasks, but I’m very proud of the outcome and with more than 50 likes already it’s made me very happy!

Here’s an example layout.

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Drinks Globe

And then an added marmoset viewer below that.

Here’s the link to my updated portfolio!

Synoptic Project: Pre-Production part 5

Within the rest of the week I have tried to stay productive by helping out the 2D artists a little more with the Pre-Production phase of the project, I did this by taking a few of the assets I will model, those being the ceiling light and the desk and doing a few designs of those, as for everyone else I will post the updates below.


For some reason my Ipad will only allow me to upload this one image, there are another three like it, one with a final light design and another two with some general idea for a desk along with a final design for that also, I will upload as soon as I can but the good thing is that my computer will be back soon according to the repair company so no more problems will be had. As I said I intend to finish my 2D digital drawing of the chess table before Monday, I will visit Marc and Kelly’s to do this since college is closed but I will post the final design below with my final thoughts on it.

Chess Table.png

Personally I am very happy with this, I will be happy to put it in for the book at the end of the year and hope that the 3D model lives up to it, I made sure to add engravings onto it to make it look more ornate as I can now do this much easier thanks to the method that I found.

Synoptic Project Pitch – Part 4

Following from the last post this blog is mainly to show my concepts that I have made for this project!


Above is the final part of the storyboard! 8. Using these tools, make past a series of rooms (like the concepts shown above) to make it to the treasure at the end!

These are just a few of the ideas that I had when thinking of how rooms could be done, others include just a general time trial area that when the player enters the room, the door is already closing on the other side, the player must then find the correct way around before the door closes. Another was question and answer levels, where the door would open or something like vines would only be lowered when the correct answer is chosen and a final level design I thought of was just a narrow cave that the player must manoeuvre through a variety of traps to get to the other side.


These were my first drawings, these being Concepts to display how rocks can be shown as climbable, In the games I have researched they have all used these methods, a highlighted cage around the object, the object is worn in a way that would show that it has been used like that before and then the most popular which are white markings around the, that almost look like paint or bird droppings around the edge on any climbable objects.

Next blog will be about anything that needed to be typed about an my initial prototypes!

Synoptic Project Pitch – Part 3

This update is just to show the recent storyboarding I have been doing for the pitch, this and concepting the levels have taken up the majority of my time that has been given for the pitch but I am very happy with how the majority of them have turned out!


You begin in a cave hearing a loud bang sound and surrounded by smoke.


If you follow the sound/ smoke you will turn around to see a damaged doorway because the cliché rolling boulder part of these types of adventures has already happened.


From there if you look to the floor where you can see where your equipment will be around your waist, on the left, a slingshot with a bag for rocks and a whip on your right.


Rubble from the boulder can be picked up and be used to fill the bag and as ammo for the slingshot.


If a highlighted area is grabbed you can pivot the player around it, this will be the players main form of manoeuvrability around each room with an aim of getting to the next door and opening it.


If you press the trigger near your pouch or near a stone you find, you will be able to pick it up with one hand and load the slingshot in the other as long as the stone is near the elastic. You can then pull back the elastic and let go, sending the stone flying.


When you look down at your waist, your whip will be coiled, however, when you pick it up, physics will take effect on it’s end allowing you reach items like pots, when it touches, you can hold the trigger for it to “stick” to that object  and in turn do things like throw and pull objects.

Since the Images have made the post pretty long, I will include the final step of the story board in the concepts post as the next parts are concepts of types of rooms that the player could get through to get to the end.


Imagined Worlds Update

Since I have frequently posted about how myself and the group as individuals are getting on, I haven’t really posted about how the project is progressing as a whole, so in this post, going through our Trello I show a more up to date version of how the project looks currently and my thoughts on progress so far!


Above you can see what the Building asset looks like withing engine and how the scene is starting to look, just today actually Kelly was really starting to fill the scene using more of the assets, several building blocks were made at varying heights to add diversity to the street, however an image that updated has not been put in the Trello yet. I am also currently working on a sort of sky box that will be used in the far distance to look like a surrounding city, this incorporated textures that were given to us by James that will be put closer but still far enough away to stay very low poly, this should hopefully be done very soon to then allow me to move onto my next model which is a mailbox!

Game Storyboard Vs Movie Storyboard

Continuing with storyboards in Tony’s lesson he asked us to make a blog about the contrasts between story boarding in the movie or tv industry compared to the games industry. The contrasts are pretty night and day in my opinion, with the freedom that you are given in video games it is impossible to storyboard an exact scene that may happen, you may use story boards to portray the a cut scene, objectives of the level or the general story of the game like I have given an example of below with the recent very popular release of the Battle Royal game, Player Unknown’s Battlegrounds.

However, since games tend to not follow a linear path like tv does, it makes it difficult for games to take advantage of story boarding, they may instead just show concepts and keys of what the game and scenes will look like.

When comparing the two, I personally have connections to a storyboard artist that has done some amazing work on adverts and tv shows, his work can be seen with many other talented people on the website , taking a quick look and selecting one of the images you’ll be able to see for yourself that after being given a script for the scene it allows the artist to draw every single key movement and event in that specific piece. here is an example below.


Capture 3

And this goes on further as well!

When turning to a game though, the game gives the player the freedom to do many things, not a lot is fixed, like my example below for PUBG that I created in Google SketchUp.



The player jumps out of a plane with 99 other players to then sky dive to their chosen location on the island of Erangel.



The player must then find and equip gear to survive against other online players that you are against.



After a certain amount of time the a circle then encloses on the map that all players must be inside of to survive as he/she will take damage on the outside.



After being forced in a close vicinity to the other players, you must kill or survive to be the last player standing and win the game.


Imagined worlds Pre-production: part 2

Continuing with the Pre-production of the Imagined Worlds project, I continued with the real world research of the last few assets, the two that I had left were a Fire Hydrant and a Mail Box, two assets that I am very excited to model and make my own. possibly by adding graffiti, damage and stickers/posters over them both to make them look more believable in the scene.

Fire Hydrant:

Taken from a quick Google search of New York City Fire Hydrants, I got an easy few real world examples of them both new and worn on the street. Since I have drawn the concepts for both the mailbox and fire hydrant on one page I will post that further down after showing  the mailbox references.



Yet again, taken from another quick Google search of New York City Mailboxes, I got an easy few real world examples of them both new and worn on the street. Below this I will post the photo of the art I had done with measurements next to both of them, I will use these as reference when modelling.




After completing the task of research and concepting all of my assets I then moved onto making a size chart of all of the assets as reference and then a top down street layout to help bring the scene together. I will post these below, each square represents 10cm x 10cm on the size chart and then every 2 squares is 3m on the street layout.

photo 5.jpg


Imagined worlds Pre-production: part 1

Moving on into the pre-production of our Imagined Worlds project, using our asset list and our assigned areas we started with concepts. Personally having to tackle the street and a bulk of it’s dressings, I started with the highest priority model of the street and sidewalk itself, to build this I personally am going to model them in tiles so that one or two variations of the street and sidewalk would be able to be repeated throughout the scene, to concept the street I took reference from Manhattan using google street view and and found measurements online to make them as close to the real thing as possible.

Here are a few examples of reference and then a quick sketch that I did as an example, I plan on making two tiles, one with a drain and one without so I can tile one after the other, I will also model manhole covers etc separately and place the on top to make each tile more individual.


Capture_7.PNG      photo.jpg

Moving onto a street lamp I have continued to take reference from Google and websites for measurements as well, here are the examples and drawings below.

Finally, planning the street rubbish, I have conceptualised a trashcan that I can create a few iterations of, obviously taking from examples in NYC parks also, however I have not been able to obtain measurements of this online, to correct this I will look at real world examples and find them using that.

cardboard-boxes-and-rubbish-for-recycling-camden-market-camden-town-CN67HD  grey-box-home-recycling-box-and-rubbish-bags-for-kerbside-collection-an5m15photo 3

I still have a few more concepts to do of a mailbox, street signs and a fire hydrant so those three will be posted in a part 2 of this blog post.


Story Boarding using Google SketchUp

Today in Tony’s lesson we were given an amazing technique to get story board drawings done quickly, accurately and also being able to use our models with amazing detail. But, first we were given another extract to use this technique with, this one is from “I Am Legend”, appropriately chosen by Tony since it was mentioned in our last lesson, below I have quoted the section of the extract I chose to represent using this technique.

“In the beginning it had made him sick to smell garlic in such quantity; his stomach had been in a state of constant turmoil. Now the smell was in his house and in his clothes, and sometimes he thought it was even in his flesh.”

Now using this extract and with the guide of Tony we went online to a website named “3D Warehouse”, here we’d get the 3D models to represent our scene, in our case we’d use our models we will create for our project but for this extract I personally chose a house and a few trees to place either side, once these were downloaded I placed them into Google SketchUp and arranged it into the composition that I thought was good, taking into account the rule of 3 when putting it together, after that I gave it a style to make it seem as though it was drawn, then added shadows to make it seem as though it was drawn with grey scale being taken into account and then finally tampered with the FOV to make it seem a bit more interesting.

Below are the models I Imported to SketchUp and then what I exported to Photoshop.

House for tony 2

After putting this into Photoshop I can then start to edit this to fit the extraction, what I ended up doing was emphasizing both the amount of garlic by having them lead to the door and then the smell by having it come out of the window and weave through the pillars.House for tony edited

I didn’t have long on this part so I know I could do so much better but I look forward to using this more in the future as it gives great results!