Project Management, System Architecture, Game Design, Level Design, Asset Creation & Integration, Gameplay Programming, Technical Art
Witness the sinking of RMS Titanic. Explore the shipwreck. Titanic VR is a diving simulator and immersive interactive story. With over 6 hours of game-play Titanic VR you will leave with a greater understanding of the historic tragedy that unfolded in 1912.
Diving to the bottom of the North Atlantic, you take on the role of Dr. Ethan Lynch, Associate Professor of Maritime Archaeology at the fictional University of Nova Scotia. With funding from a mysterious investor, Dr. Lynch and his PhD Candidate Jean Robinson have set out aboard a research vessel to dive the wreck of Titanic and answer questions that have remained submerged for a century. This game allows you to explore the shipwreck inside and out and recover items and complete missions such as recovery of a downed ROV, Documentary Film Making and the creation of a photomosaic.
In the 1912 experience, players will witness key events through the eyes of a survivor aboard lifeboat 6. It is an historically accurate recreation of events, based on eye-witness testimony and substantial research. Players will leave with a deeper understanding of this historic and tragic event.
Project Management, System Architecture, Asset Creation & Integration, Sole Programming, Technical Art
In September 1943, a BBC reporter boarded a plane on an allied bombing raid over Berlin. The incredible recording he returned with forms the basis of this breathtaking experience by BBC Northern Ireland and Immersive VR Education, putting you inside a Lancaster bomber as it navigates a most dangerous journey.
Platforms: PC/VR, Oculus Quest
Project Timeline: March 2016 - Present
Team Size: 2-20
Helped to develop numerous systems including avatar IK and cinematics. Was also responsible for the architecture, creation and implementation of the code for the avatar/character creation system including clothing, skin & hair shaders, mesh stitching and layer sorting.
ENGAGE is a new free to use social education, presentation and corporate training platform that seeks to transform how people share ideas and teach lessons to each other globally by harnessing the power of virtual reality technologies such as the Oculus Rift & HTC Vive.
Engage is a social learning platform where educators will be furnished with the tools they need to enable them to create their own lesson plans and immersive experiences, transforming how educational content is delivered to their students.
This is a collection of images from various other projects. Check the individual descriptions for more information.
Raid on the Ruhr - Concept Art
Concept created for lighting and mood reference.
Nemeton's End Mood Art
Setting the scene for Nemeton's End, a dark Arthurian game set in Wales. Yes, that's a panther on the roof.
Torchbug Mood Art
This was a painting done to help set the mood for Torchbug's level design.
Work created while attending SAE Qantm Perth in 2014-2016 for my Bachelor of Game Development
Deep Delirium Trailer
Deep Delirium is a student project created as a portfolio piece, and so is targeted specifically towards potential employers. As a third person action/adventure game, our main sources of inspiration were the likes of Dark Souls, Tomb Raider, and Uncharted. Our goal was to create a game that looks like a AAA release, but executed under heavy time and cost constraints.
You play as William, a war veteran in a post-apocalyptic world gripped by deceit and danger. Descend into the depths of London’s underworld, through a city gripped by infection, violence and madness. Fight your way through hordes of the infected and irradiated to seek the truth behind a glimpse into your past.
The game itself is pretty clunky, but at least it looks pretty :D
Credits: Jen Archibald, Jarrad Clarke, Kyle Coutts, Bobby Greaney, Sabrina Messina and Mitchell Williamson.
Story by Brittany Skehan
A.G.E. (or Age) is an application created for the express purposes of teaching the public about history. By placing the user into a realistically simulated replica of an historical site, a learning environment is created that is an order of magnitude more engaging than traditional methods of education.
By combining four styles of learning (visual, aural, linguistic and kinesthetic) and refining them into digestible pieces of information, Age is intended to be a more engaging experience overall. Users can experience real locations in ways that were previously unattainable or exorbitantly expensive.
Presented to the user through an Oculus Rift, and rendered using assets created to a high degree of visual fidelity, the aim of A.G.E. is to allow users to experience history through direct, experiential learning.
In this first developmental stage of Age, the user is placed in the Parthenon, Athens. Digital recreation of the building at various points throughout history allow the user to see the building as it was at four stages of its existence - the Classical, Medieval, Renaissance and Modern periods.
Hand of the Gods
Hand of the Gods was a one-day game project. It features an n-body physics simulation, and players are tasked with destroying a procedurally generated solar system using comets and rogue planets.
Players can smash planets into eachother, slingshot planets out of the system (or into the sun) using gravity, and cause the central star to go supernova when fed enough mass.
I did all of the programing and effects. Planet textures were created by Kyle Coutts.
Nemeton’s End is a first person, emergent stealth game heavily influenced by Thief: The Dark Project and Alien: Isolation. I acted as the sole programmer and rigger, as well as leading up the team.
The game itself takes place in a dark, Arthurian setting, and was designed around the artistic theme of Order and Chaos, and research into AI & behaviour simulation.
The player takes on the role of Cai, a mercenary who seeks to kill a monster that has emerged in a coastal city. Just as he arrives, however, the Saxons have invaded.
Cai must use his wits, guile, and subterfuge to guide the Saxons into killing the beast.
Nemeton's End was created with Jordan Eggmolesse, Nick Emms, Liam Madden and Trevor Torelli.
Torchbug was a project built in Unity 4. As the crew of a freelancers aboard a spaceship, you find yourselves making an emergency stop on a frontier planet to fuel up and keep on flying. Strategize with four classes of crew to save the locals from a bandit threat and get handsomely rewarded for it!
Developed with Kyle Coutts and Logan Ross as well as a handful of other individuals generating assets, this project was begun in September '14.
You can download the latest version of Torchbug here.