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Current Work in progress ( Platformer environment)

Dungeon Entrance

Xenolore Environments

This environment was created for the final project I did at Media Desgin School. This was a top down

action rpg. All the assets in this scene were created by me. This project was implemented Using Unity 3D.

Use of Foliage and mossy ruins with foreground points of interest to make the top down camera more interesting.

Using Relief terrain pack to blend the terrain shader into the geometry using height maps.

Contrasting stylised rocks with white sand, highlights the player path.

Realistic Enviro Props

Pillar Zbrush Sculpt

Pillar Texture Finals (Marmoset)

Stylized Textures and Process

As art lead on the Xenolore project at MEdia Design School I was required to make sure that the 3D assets all looked the same and that a certain level of quality was met. To help this alon I made this quick texture process guide for my team so that it was easy for them to hit a similar texture style.

Four way tiling wood panel texture (nail and no nail variants)

A horizontally tiling metal trim texture for creative UV mapping.

A few of the textures in use

Using relief terrain pack combined with my textures and the accompanying height maps I was able to blend two shaders together as demostrated in the left image. This was a much better option than simply using opacity as it ended up looking much more natural. And infinitely more visually interesting in terms of breaking up lines.

Tiling grass texture variants

Various Older Works

Project Void (Media Design School 2013)

In this project I was taked with creating a modular tileset for a spaceship that the user would create using a digetic interface in real time. This challenge here was that the tileset was for a spaceship, therefore it required two sided floors, ceilings, walls, doors, and windows. Working with the programmers on this was a great experience as I learnt a large amount about setting up assets for progromatic placement (pivots in the correct places, transforms clean etc)

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