These are some major projects that I've had to work on over my years at the HKU. I'll be briefly explaining my role in every project and what I've done.
Tineatus series
The Tineatus series is my ongoing story project that I've been attempting to carry into every major project I have.
TINEATUS EXODUS (Project Hybrid, 8 weeks.)
Project Lead - 3D Artist - Concept artist
Tineatus Exodus was the first time I got to have almost complete freedom with my idea when my group decided to go with my concept at our initial pitch. The goal of Project Hybrid was to make a game that combined digital game experience with a physical aspect, and we chose VR where we would touch/otherwise bother the player while they were trapped within the VR world.
For this project I made the majority of the 3D assets, all of the animations, decided the overall style + color palette, managed the team to a cohesive product, and produced the trailer. (If you can't tell, I had so much fun with this)
You can watch the trailer here: Tineatus Exodus Trailer
TINEATUS SOLSTER (Project Vrij II, 9 weeks.)
Project Lead - Narrative Lead
Tineatus Solster was one of my most ambitious projects yet, one which is still being adjusted and edited as time goes on so the demo can be released to the public. In the nature of "Project Vrij II" we got to decide on our own project to create without any limitations. I lead a team of 7 people to create a narrative-driven isometric game in the style of Disco Elysium.
In this project I was responsible for team management, a story mapping, dialogue for several characters, general writing, and story cohesion. I also contributed to environment design and 2D sprites.
Other major Projects
This is the set of projects made that don't have to do with my ongoing IP. Equally as loved, however.
POCKET PACT (Project Context II, 8 weeks.)
Project Manager - Animator
Context II was my attempt in managing a bigger team while taking more of a backseat artistically in preparation for Project Vrij II. (This was directly following Hybrid) To make sure I could have a more relaxed time when it came to creation, I had taken the role of just doing puppet animations within Unity 2D.
This ended up in me making a total of 45 unique animations for 9 different characters, one of which (the combination bee + hummingbird) I had designed myself, though none of the final assets are mine- only the animations.
The goal of any "Context" project is to make a game/experience for a client. Our client wanted a game in which their description model would be more accessible for artists. You can check it out here: https://onfireaxe.itch.io/pocket-pact
LIFE STREAM (Seminar Transformative Interactive Narrative Design, 2 weeks.)
Project Lead - Art Lead
A game with the intention to put you in the mind of a socially anxious teenage girl who's projecting all her insecurities onto the people she talks to. We decided to emulate this with the use of a "Twitch chat" that would constantly have comments on the situation, while also making the dialogue unique in certain situations to reflect her inner monologue. My role within this assignment was wholly organizational to make sure we had enough time to finish- where I kept the artists in a line of "old 2010s internet art" to more effectively communicate the "socially anxious teenager who doesn't go out much" to the player.
This game is playable on itch.io: Life Stream on itch.io
BANDED TOGETHER (Project Context I, 8 weeks.)
Project Lead - Art Lead
Our first Project Context! As I mentioned before, these are intended for a client. Our client was the "Open Day" for our college (visitation day, to see what's going on). The goal was to make a game where strangers could be banded together.
And so.. Banded together! It's a rhythm game where two players have two separate screens, wherein they must communicate with one another when the other is supposed to hit their button. For extra immersion, we made use of a guitar hero controller, making sure the player only had to press one button so it could still be accessible.
I made the 3D models and lead the group into a cohesive finish, including deciding the art style (pixel-art + low poly).
MUSEUM OF BAD CHOICES (Project Vrij I, 8 weeks.)
Art Lead
Project Vrij is an everything-goes project, but it does usually need some context. In this one, we were sent on a trip to Berlin to get inspiration for what our next game would be. From this trip we'd experienced two things:
German people are sticklers of rules and will hate you if you accidentally break one, even if you don't know it existed.
The monsterkabinett is AWESOME.
So we made a game based on that. A game where you basically cannot do a game function unless you find the very specific rule that allows you to- while in the background you are quietly chastised for not even knowing. You can see the trailer for it here: Trailer video
I was in charge of the general art direction, made concept art for three animatronics, and made a few 3D Models to support our main 3D Modelers.
SHALLOW DEPTHS (Show me, 6 weeks.)
Character Concept Artist
Show Me was intended to teach us how to present a concept to a client instead of a full game, and I was put in the job of making a character concept to use within our game, Shallow depths. It's a game about the idea that the entirety of the Netherlands was flooded, so using that I made a character of a middle-aged "handyman" who really just went around diving to do things for people around the city- a real family guy.