As part of my Super Proto Bro Collection, I started by making one for myself. Afterwards, when I'd started streaming and editing videos for my gaming channel, I thought it a good idea to render out some expressions and poses, what I call ZeeMojis, for use in my videos. I insert ZeeMojis along with chat and thought bubbles into my videos to make them more customized, branded, and entertaining. I modeled, textured, rigged, and render them in Blender over transparency, then optionally add visual elements in GIMP. You can find more examples of my ZeeMojis in the Photo Gallery.
The only thing more artistically mediocre than my texturing skill, is my modelling skill. As such, in the past I've often, over compensated shoddy models with subjectively less shoddy textures, often altering high quality stock/free images. This often lead to inconsistent graphics through out my projects and was a major frustration for me. I've recently been inspired my low-poly prototype style models and decided to start moving in that direction as a primary style for my games, consistently prototypical and toon-ish. For starters, I'm working on a collection of Super Proto Bro (SPB) assets, characters and objects primarily composed of modified cubes. So far, I've only made a SPB of myself, but more are on the way. You can find a growing collection of my works in the Photo Gallery.
I have always been a gamer. I'm happy, I game. I'm sad, I game. Whatever ails me, gaming makes it all better. I had reached a point where I was being burnt out by several stress factors in my life and it was negatively affecting my game development. To escape my well of self pity, I played games, but it had began to bring an air of guilt. It didn't feel productive enough to justify spending several hours doing it. At 23, I felt that I couldn't afford a rest. I always felt like I should be doing something "more productive." This guilt dampened my satisfaction with gaming, which is unacceptable! So, I found a way to turn it around and make it a possibly productive venture. I have accepted the challenge of developing a remotely popular gaming channel on Youtube (also porting videos over to Twitch, as well). Even if I never see a dime from it, I've come to find that it brings back that productive satisfaction of building something, while allowing me a break from the daily grind. You jump over to my channel from here or click the YouTube link in the Navbar.
This a demo for ReBeat, a semi-rhythmic spin on the classic memorization phenomenon. Offering a familiar UI with hot contemporary sounds and a variety of themes, this fun new memory challenge is a great way to burn time, challenge yourself and friends, or entertain visiting relatives, young and old. I had the idea goofing off with my homie. We're both dancers and audiophiles, so we're always beat-boxing and making beats with random sounds. I made this game using Unity and a few C# scripts. The initial concept and core mechanics were scripted out in a few days, then I went through some graphics revamps and building a modular preset framework for adding rhythms, themes, and Sound Packs. Check it out on Google Play.
In tackling my game development projects as a solo indie developer, I found keeping up with all of the development, marketing, and promotional tasks a little daunting. I had begun using Trello to attempt to compartmentalize my projects with to-do's and checklists. I understood that all of my tasks were just made up of little tasks, and desired the ability to nest my checklists to show cumulative progress in the bigger picture. I hadn't found that functionality in a mobile app that kept in simple. They all focused to much on manually organizing the visual aspects of the list, and lacked the metrics to show motivating overall progress. So, I thought it a great opportunity to take Android studio for a test drive and break out my own nested checklist app, KloverField. Kloverfield is a free productivity app on Google Play that allows the user to quickly create nested checklists that provide quantifiable progress metrics. It is currently in open beta. Check it out on Google Play for the full description and screenshots.
This is a game that I had originally begun to help me learn Unreal Engine. I had started it in Unity before my hard drive disaster and made a decent amount of progress (Lesson learned: Never rely on physical back-ups, Cloud is the future). Having played around with some of the features in Unreal, it seemed a great pairing for the game. I could have just rebuilt what I had in Unity, but it seemed a great opportunity to expand my knowledge with a new engine and give the game a fresh feel, instead of the sour effort to recover lost works. The Surface (name pending) is an ant life/colony simulator hyper-exaggerated into humanoid form on a wild and unforgiving planet where your still one of the smallest kids on the block. In this 3D Action Adventure, tactics and coordination will be just as important as reflexes and skill, as you lead your ants onto the surface to forage, explore, and conquer this brave new world. This project is currently on hold due to lack of man-power. I really want to do this one right, so I'm saving it for when I assemble/join a solid team. You can find a few of my renders in the Photo Gallery. I also did some live development on my Youtube Channel.
This was my first serious passion project and my vehicle for acquiring most of my knowledge in Blender and Unity, and of game development in general. My goal was to pull Pokemon into the thrid dimension, following a similar storyline and progression to the tried and true Pokemon handheld formula. I was such a stickler for authenticity, that I even interpreted the 2D map from Pokemon: Fire Red into a 3D world, with the giant boundaries of tries modeled to the scale of General Sherman, the biggest sequoia tree in the world. My goal was a seamless open-world with buildings built to scale with load-on-demand interiors that actually fit the exterior model. I'm not the best artist, so it wasn't the most beautiful thing and I realize now that directly interpreting the 2D map into 3D wasn't going to work in the long run, but I am proud of what I'd started. Sadly, the project was lost in my hard drive catastrophe and I had decided to let it rest in peace to pursue original projects.
"Always forward. Forward Always" -Pop, Luke Cage
Check out the IndieDB page for more.
This was a revamp of my first ever truly "original" game and my second Unity project. It started as a first person 3D platformer, running and jumping to a mountain summit to avoid a meteor shower (Don't ask me why salvation from a meteor shower would lie at the summit of a mountain.) It was made with Unity standard assets and a script or two for the meteor's spawn and character respawn. I published that first game to IndieDB, but then wanted to flesh it out and really give make to a true game, with a high score, win condition, third-person character, etc. As Such, Death Mountain became the result. It also was the debute of Manny the Mannequin, the Mario to my Nintendo that I could re-texture and re-proportion to make any character and leverage my limited art skills. I completed a demo of Death Mountain, called Death Mountain Lite, and submitted it to Shockwave games. Check out the IndieDB page for more.