Archive for the ‘Professional Practice’ Category

Career Research.

Posted: June 6, 2015 in Professional Practice

As graduation is extremely close now I have started to look for jobs both in and outside the game industry but mainly revolving around 3D modeling or QA. I have all the skills that are required for most jr positions but looking at the standard positions I realized that I need to improve my traditional art skills. Mainly sketching more to give me a greater understanding of the composure of objects and improve how I annalise an image then brake it down. I also need to work with more sculpting software like Z Brush and Mudbox as my knowledge of these software’s is basic at best and they are requirements for most asset/ product design jobs. I have decided to explore jobs outside of games as well based on the experience I had over summer when I worked at an architects because this made me realize just how transferable my skills are. If I eventually do want to exclusively work on games I can build up my portfolio and experience while working in another 3D orientated job.


Manic Moles was created by myself, Phillip Maclennan, Jason Pook & Shane Pengelly for the 2015 Hsad game jam. The objective of the game jam was to create a game for mobile with one mechanic, one character and one environment. We spent the first few hours planning what game we should make and if it was possible in the time we had in the end we went with the idea that would become Manic moles. My role in development was asset creation I was given the task of creating a snake  this was an easy task becasue we decided to go with a flat colour style so texturing was a quick and simple process so I had some fun and created a pipe and fez to make the snake more of a character. Everyone decided to add fun little details like this to their characters so it became part of the games style.

I also created the grass, rocks and signs. The text on the signs was hand painted by Phillip Maclennan scanned in and added to the texture in Photoshop. I then worked with Shane Pengelly to create a sound track for the game using software on the Macs this was only a five second loop however it does the job to make the game feel a bit more polished rather than it just been silence. My last job on the game was creating the start, game over and high score screens for the game. I did this using 3Ds Max and a three point light rig set up.

Overall I am pleased with the game and think that with a little more time we could perfect it and put it on a mobile store. The game jam itself was well paced because we had done the planning right and evaluated out skills to the time we had available we were able to meet our goal and do much extra then we expected.Final_Logo

Screen Shot 1

Screen Shot 2



I took part in a poster challenge at the university to create a rocket the only specifications for the design was that it looked friendly and was soaring into the sky. I started by sketching some rough ideas down.Scan 1

I then worked in 3Ds Max and made several different rocket designs some with more variation then others.

Rocket screen 4

Rocket screen 3

In the end I liked the shape of the last design and started to add colour and work up the shape.

Rocket screen 2

Rocket screen 1

When I was happy with the detail and colouring I started experimenting with position and lighting.

Ship Render 4

Ship Render 3

Ship Render 1

Ship Render 2

Ship Render 6

Ship Render 7

Ship Render 5


Once I had my final render I took it into Photoshop and worked it up these are three of the different variations I came up with.

Rocket Poster 3

Rocket Poster 2

Rocket Poster 1

I enjoyed this challenge it gave me a chance to create something different from what I usually do and experiment with different rendering and Photoshop techniques.


Posted: May 11, 2015 in Professional Practice

I started my logo design by thinking about what I wanted it to say and looked at existing designs. I wanted it to tie into games or 3D in some way so I started sketching ideas.



Scan 2

Once I was happy with the amount of logos I had designed I took my sheet to the graphics tutor to get his feed back and he offered to work up some of my designs for me and produced five logos.


I really liked logo one because of how organized and structured it felt with the hard edges. However after doing a survey of what other people thought of the designs and listening to the feedback I found it came across more like an architectural company and not a 3D asset or game designer. in the end I took the silhouette of the fourth design and developed it using block colours.

Logo 4 development

Logo 4 testLogo 4 test2Logo 4 test3Logo 4 test4

This design was nice and simple and could be easily used as a profile picture or icon and feels more like a character then the other logos which will help distinguish my brand and felt more relevant to games. I decided to go with this design, with the blue that was used in logo one I like the cold colour that feels soft, the only change I made was extending the text so that it was more in line with the edge of the box.

Logo 4 test2v2


I also created a variation saying 3D Asset Designer because that is the are I want to specialize in and feel it should be expressed in the logo.

Final Logo 3


Posted: May 8, 2015 in Professional Practice



I have launched my portfolio site and will update with my final pieces if you are interested please visit my portfolio here.

Portfolio Screen

I started by looking at all of the different types of business cards available Swivel cards seem the best option because they are the first ever USB business card however they are too expensive for me to use effectively at this point in time. I also looked at wood engraved cards but again the cost was an issue in the end I decided to go with the luxe business cards from Moo. For my design I decided to keep them simple.

Busines Card Front

Busines Card Back blog


After deciding on what icons to use and some feedback I experimented with layout more.

Busines Card Back2 blog

Busines Card Back3 blog


Which a final design chosen I created the 300dpi version ready to print.

Busines Card Front 300dpi

Busines Card Back 300dpi blog


I am happy with the design and think it gets the job done effectively it was also pointed out to me that the blue is an easy colour to write on if I want to give any more information to someone when I hand them the card.

Persone 5 Trailer Screenshot 1

Persona 5 is my most anticipated game of the year and with the latest trailer showing some game play I thought I would share my thoughts on whats going on.

As soon as it begins the game play footage you can see that it is using the same style the team went with for Catherine and it looks great. It also looks like the protagonists are thief’s this time which is the polar opposite of persona 4 were you played as detectives solving the crime. The mascot character looks like it will be a cat and if it is the teddy character of the group I expect cat burglar puns to be used. Each character has different thief outfits but they all wear masks and in the last scene of the trailer you see the main characters mask set ablaze, engulf him in blue flames, then when the screen goes black you hear the persona summon sound effect from the previous game. This implies that you turn into your persona using your mask which does make sense since personas are facades you put on to deal with different situations and are usually referred to as masks you use to hide behind so including this as the summon mechanic would be taking the metaphor and make it literal. The enemies shown in combat were not shadows but personas, this could mean you have to capture your personas by defeating them. the setting looks like a large city which will make it the largest area setting yet. This has also  influenced the dungeons because they are much more open with platforming and stealth element which is refreshing to see compared to the hallway layout of previous persona titles.

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The menus in this game are amazing and remind me of the title screen animations they used in Catherine. Each menu is eye grabbing and not just because of the animation but the slick colour scheme choosing to keep it simple having just black and white for the character silhouettes and text with a third colour comprising the back ground and borders. The sharp contrast between colours makes the designs pop grabbing your attention, I cant wait to see what other menu’s are in the game and that’s not something i’m usually drawn to.

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The velvet room looks like a jail for the protagonist with the twins that have replaces Margret and Elisabeth watching over your cell. Igor sits on a desk opposite you possibly as a lawyer or your prosecutor.

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Seeing all this has made me even more excited for this title however the worrying part about the trailer was the lack of a date at the end. It would have been nice to see a vague 2015 once again to reassure everyone that it is still coming out this year.