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ALPACA SPACE LAB

http://alpacaspacelab.com - Make silly and fun games with incidental learning for mobile, TV and computer platforms.

ROLE: CEO, Founder, Lead Technical Artist

CONTRIBUTION: Technical Art, gameplay programming, game design, character, environment, UI art, sound, marketing, social media, project management, 3D printing, tshirt design.




DINO WALK SIMULATOR

ROLE: Artist, Programmer, Designer, Sound

CONTRIBUTION: Created physics based dinosaur locomotion simulation game. Allows up to 4 players to race over 26 dinosaur species across 9 locations. Players can incidentally learn dinosaur genus names, approximate features, time era and other info.

iOS+ANDROID+KINDLE | ANDROID TV+FIRE TV | PC+MAC+LINUX | UNITY 3D



SQUIRREL AWAY

ROLE: Artist, Programmer, Designer, Sound

CONTRIBUTION: Created pixel art based squirrel eating/survival game. Allows up to 4 players to pick 4 squirrel species across 8 levels (more content planned). Players can incidentally learn squirrel scientific names, approximate features, diet, natural predators and other info.

iOS+ANDROID+KINDLE | ANDROID TV+FIRE TV | PC+MAC+LINUX | UNITY 3D



MINIONS PARADISE

Play on iOS! Play on Android!

ROLE: Technical Artist / Gameplay Prototyper

CONTRIBUTION: Tools for art, animation and art pipeline, created shaders + materials, built VFX for mini-games. Constructed rapid 1-week game play prototypes to aid game design team iterate through ideas. Built tools for prototyping waterslide shapes in Unity.

Constructed prototypes for Balloon Barrage, Mango Toss, Butterfly Catch, and assisted in Water Slide and Alligator Skiing prototypes for mini games.

iOS/ANDROID/UNITY 3D

  • Alligator Skiing and Waterslide
  • Balloon Barrage Final


PROJECT TEAM: THE KRAKEN INSTITUTE

ROLE: Technical Artist / Gameplay Prototyper

CONTRIBUTION: Prototype-quality art, art tools, art pipeline, shaders, gameplay programming and rapid game play prototyping. Created game prototypes in fast 2 week sprints from either provided gameplay docs, elevator pitches, or self-made designs under the goal to find the fun. Art contributions for this project were created to communicate gameplay, rather than appealing to a certain style. Construction time, function, gameplay and communication over form.

MOBILE/UNITY 3D/FLASH
  • Runtime simple ambient occlusion baking tool
  • Model + Rig + Animation [Idle]
  • [Attack]
  • [Death]
  • 2D Character Rigging in Maya
  • 2D Character Rigging in Maya
Click thumbnail to view Flash Animation
  • Character concepts with swappable parts

UNANNOUNCED/CANCELED MOBILE GAME

ROLE: Technical Artist

CONTRIBUTION: Assisted in bringing in Flash character and UI animation assets into game. Also wrote JSFL Flash tools for artists to ensure FLA files were to pipeline specification for batch processing.

iOS/ANDROID/UNITY 3D/Flash



HEROES OF DRAGON AGE

Play on iOS! Play on Android!

ROLE: Technical Artist

CONTRIBUTION: Created tools in Unity for artists and designers, wrote shaders for characters and environment. Constructed initial models, textures, and state machine code for card pack opening sequence based on storyboards. Worked with three other TAs and Art Director.

TOOLS: Icon generator tool that loads up each character, appropriate rarity border frame and saves out an image. Baked lighting to vertex colors export tool: created a tool to convert Beast baked light maps into vertex colors and export geometry.

Card Pack Opening sequence - constructed state machine and initial placeholder models, animations, effects, setting up the pipeline for other VFX artists and modelers to polish.

iOS/ANDROID/UNITY 3D

UNANNOUNCED/CANCELED MOBILE GAME

ROLE: Technical Art Lead

CONTRIBUTION: Managed team of artists and tech artists, planned sprints in JIRA, ran stand ups and art reviews. Working with technical art and engineering, investigated and developed UI pipelines for unity, created plans and pipelines for transitioning art between game engines.

iOS/ANDROID/UNITY 3D



MASS EFFECT 3: DATAPAD

Go play it!

Take the fight against the Reapers on the go. Earn war assets, keep up with news, and catch up with crew mates as you play Mass Effect 3.

PLATFORM: iPhone, iPod, iPad

ROLE: Technical Artist + UI Designer/Artist

CONTRIBUTION: Mocked up UI/UX flows, transitioned art from Mass Effect 3 UI. Prepared art for HTML from Flash. Created template HTML and CSS for team to build from.

iPHONE
iPAD

UNANNOUNCED/CANCELED SOCIAL GAME

ROLE: Lead Technical Artist

CONTRIBUTION: Created Avatar system, prepared content for 2D isometric system, worked with tech artists and engineer to develop art and design content tools.

SOCIAL/FLASH



DRAGON AGE: LEGENDS

Go play it!

Battle demons and dark spawn through the lands surrounding Kirkwall.

PLATFORM: Facebook, Google+ (with items for console/pc). DAL Standalone: PC/Mac AIR

ROLE: Lead Technical Artist + Animator

CONTRIBUTION: Co-lead team of 7 artists and managed art outsourcing to 3 vendors. Transitioned weapon and accessory art from DAO and DA2 to Flash. Migrated art assets from DAJ. Created, prepared and cleaned up character animations from other artists. Debugged, optimized and implemented art. Created weekly loading animations. Designed content tool specifications for interns to build from. Worked on game web frame, web marketing assets, designed and created newsletters, and video editing. Reworked earlier branding for better alignment with console/pc and visibility. Interacted with player community to update team with art input and feedback. A year and a half after public beta, DAL was designated for sunset. Rather than have the game gone forever, a few of the original team got together to build the standalone version, still playable today :D



DRAGON AGE: LEGENDS: MOBILE

Companion mobile website where players could manage their castle and potion production.

PLATFORM: iPhone, Android, Browser

ROLE: Technical Artist + UI Designer

CONTRIBUTION: Mocked up UI/UX flows, created themeing, assisted in transitioning art from Flash to HTML.

iPHONE


DRAGON AGE: LEGENDS: REMIX

Go play it!

Play as Viscount Ravi in this hack and slash side story to Dragon Age Legends.

PLATFORM: Flash/Browser (with items for DAL)

ROLE: Technical Artist + Animator

CONTRIBUTION: Animated player and monsters, transitioned character, weapon, and armor art from DAL engine to DALRemix engine. Created marketing assets.



DRAGON AGE: JOURNEYS

Go play it!

Journey through the Deep Roads, in this side story to Dragon Age: Origins.

PLATFORM: Flash/Browser (with items for console/pc)

ROLE: Web Developer

CONTRIBUTION: Built flash based video player with Dragon Age theme for DAJ Trailer. Assisted in web updates and development



HACK DAY: DRAGON BRAWLER

In-office game jam project, 4 person team, 24 hours. Hack and slash your way across high town in this 4 player side scrolling beat'em up.

Disclaimer!

This was an unreleased prototype ONLY and results originally posted to the DAL FB page.

PLATFORM: Flash/Browser

ROLE: Technical Artist, Animator, UI Artist

CONTRIBUTION: Animated fight moves for players and some monsters, animated final boss, created title screen, character select art, game over screens, organized sounds.

AIR


AWOL

Run and jump for your life to challenge your friends' high score.

PLATFORM: Facebook/Flash

ROLE: Technical Art + Web Developer

CONTRIBUTION: Integrated game web frame and aided in art performance optimizations.

FACEBOOK

FANCY PANTS XBLA

Go play it!

Play the hit worlds of Fancy Pants on Xbox Live Arcade.

ROLE: WEB/FLASH ASSISTANCE

CONTRIBUTION: Minimal Flash art support early on. Assisted in web and marketing assets building up to launch.

XBOX360



WEEWAR

Build and arrange deadly pixel tanks, battleships and air units in a turn based multiplayer stragety battle.

Go play it!

ROLE: Pixel Art Animator, UI Artist, Technical Artist

CONTRIBUTION: Developed battle animation system and created new pixel art to support it. Mocked up UI/UX flows and implemented changes into game.

BROWSER/FLASH


TRINO TEAM

TRINO

Wield Trino's triangle trapping power against the evil Nanites in this single screen arcade throwback.

ROLE: Lead Artist, UI Artist

CONTRIBUTION: 6 person team. Worked with sound/producer, artist and technical artist to develop a look. Modeled, textured, rigged, animated main character, Trino, 4 variations, and enemies from chapters 2 and 3. Created UI flows, HUD, chapter screens and main sceen. Worked on marketing and PR for game's launch on XBL Indie Games (then called Community Games). Created 48 achievement icons for the steam release and UI help screens for different input schemes (mouse, keyboard, 360 controller).



CONCEPT WORK

Concept and placeholder art built for random game ideas.

GAMES

Newest games at top. Games I've worked on.