2D Game Art
Photo Bashing
Adobe Photoshop
2022
For this project, we had to put together a visual portfolio containing three game screens. During the project we used photo bashing in Adobe Photoshop and organised visual research in the form of moodboards and colour palettes, as well as creating a written reflection.
We were given various briefs to pick from, to which I chose Bio-Punk and tried to accurately explore the dark and gritty environment that often is associated with Bio-punk.

Art Process
I created a concept for an action role-playing bio-punk-themed game. The setting was a dark and dystopian environment that is run down and damaged. The main focus was the neon against the darker tones of the environment. This carried over to all aspects, from just neon lights pointing you in a direction to the UI being the same shade to help bring together the UI with the environment. I created three game screens that conveyed different elements of the game as well as various UI elements. This includes a shot of the player navigating an area, one in a selection screen and one of a player inventory. Showing the range of the environment and the atmosphere through only three game screens was difficult but I believe the three-game screens cover as much range as they could. I learnt how to create visual portfolios to showcase how my ideas were combined and improved upon. This portfolio included sketches of layouts, colour palettes and mood boards. Overall this assignment allowed me to improve various skills, such as finding suitable images, adjusting them to work with the overall scene and adjusting colours and shadows.

2D Asset Creation
Clip Studio Paint & Adobe Photoshop
2021-2022
I created all of the art assets in my short game Safeguard. Since the game revolved around trying to prevent an item from exploding, I drew inspiration from particular sources. For example, the main colour scheme was selected to be neon yellow and black which creates a bold contrast that is also often seen on COSHH (Control of Substances Hazardous to Health Regulations) posters.
In the educational short game, Frog Bass School, I used colour palettes that represented the pond and natural environment the frogs lived in like pastel greens and blues. The designs of the frogs themselves were round and cute in nature to make people feel calm and comfortable when playing the game. This helped reinforce the relaxing vibe since there is no time pressure or penalties in the game.
This module was my first time working with Unity or any form of game design and game art. For the assignment we further developed a mini-game from a selection of ones given by our teacher, this was where the mini-game Cake Slicer was created. Cake Slicer had an overall 8-bit style and had two separate modes within the game, one was the cakes and tea and the other was cookies and milk. The art assets were created in Adobe Photoshop. The colour scheme was relatively pastel in nature to give it a friendly, more "cutesy" feel.
In my short game called Notes, I created all of the art assets which were mostly furniture since the setting of the game was an abandoned building. This building is full of rubble and things to interact with which led me to a colour palette that was dull in tone but contained earthy colours. I also did not use a pre-made font for the notes and instead handwrote all of it to really drive home the chaotic circumstances in which the game takes place.
Eco-save was part of a team effort to create a game around the topic of plants. The game is a tower defence game where a witch summons flowers to be the main weapons against the machines. I created all of the art assets which included basic animations for all the flowers and enemies, as well as the logo and different backgrounds. The game contains a season system and the art assets change depending on that, so a lot of the art had a base colour and a highlight that would showcase what season it was to the player.
For my BA dissertation, I created a prototype using Unity. The prototype was a crime scene discovery and analysis game, where you collected and connected information to figure out the culprit. Whilst Lethal Logic has two distinct sections in the game in terms of gameplay, the colour scheme that is entirely based on blue tones remained the same. In terms of assets, everything was created by me. This includes 2D assets, UI assets and 3D models. I created a 3D model of an apartment from scratch including the layout design and all furniture and item models including a body bag. All Characters within the game were created to have completely different attributes to make them easily identifiable by the player. This was especially necessary because at the end of the game, the player needed to select a suspect
3D Art
Personal
Project
Autodesk Maya
2022

Using the skills gained in my undergraduate degree, I have created some models with the sole purpose of continuing to grow and develop my skills in the general environment and furniture creation. Shown is an image rendered by me, of a desk setting including a desk and chair, various boxes and postal tubes. All of them are simple shapes but this was the first time I put together a full series of objects to create a rendered scene. Previously I had only created models to be used within other projects.
Third Year CGI
Autodesk Maya, Adobe After Effects
2021
During this module, the main skills we learnt involved camera tracking and fluid simulation.

The first assignment was to teach us how to carry out camera tracking and have an object stay on the spot within a scene as the camera moves past or around it. I selected a teapot to be placed on the table, the teapot was created using references and is not an original design by me. For the second assignment, we were taught particle physics and fluid simulations. We were tasked with creating a model with a form of simulation that would be in placed within a video. This combined the previous tracking knowledge learnt and improved upon it. I created a water fountain that was on the floor, using particles within Maya to create the water simulation. The fountain was original in design, I did not use any references and included smaller pebbles within the tray to add to the realism.
Second year project
Autodesk Maya
2020
For this project, as a team, we were tasked with designing a new building for the university campus. This involved finding a suitable plot of land, researching architectural styles, 3D modelling, texturing and compositing images.

We decided to put the new building on the field near the library on the University of Kent Canterbury Campus. The main outside design for the building was created by me, and this was the design that we used for the main model of the building. In terms of the assignment, I did not participate in the 3D modelling of the building. Instead, my main focus was all the furniture and the light fixtures, which were designed, modelled and textured by me. Then the models were composited with the building onto photos of the plot of land we selected to make final visualisations to showcase the work.
Professional 3D and Compositing
Autodesk Maya
2022
In this module, we were taught how to make animation using pre-rigged 3D models, how to track camera movement and how to import the tracking data.
We were given a series of clips filmed in London as well as a pre-rigged model of BB-8 that we were tasked with moving around the scene. We used After Effects to track the 3D camera and then created a version of the scene in Maya to accurately allow for the model to roll around the scene. After creating the animation within the created scene with the tracking, we then imported the files into After Effects for post-processing. This was done so we could improve the files we had previously exported from Maya, such as clipping elements out that looked jarring and colour correction.