Midnight garden party: prototype Oysterworld Games 2015
This was a Tech Demo for a game built for iPad, it is a short real-time animation that loops. As Technical Artist on this project I imported all asset, set the lighting and did the light baking. I created particle systems for the environment and lighting. I made a customized shader for the leaves in the scene so they would sway in response to a unity wind object. I made other shaders to seem more cartoon like to match the concept art. I made procedural animations for environmental elements.
Slots: prototype Oysterworld Games 2015
ART by Kei Phillips and Ash Collins
As Technical Artist I was responsible for implementing the art designs, importing and texture packing 2D assets,
creating particle systems, procedural animation, custom shaders and additional user input.
Univercity: prototype Oysterworld Games 2015
University: UI made with NGUI for a language learning MMO prototype. It was my responsibility implement the UI design and have it work with the server to store player choices and implement changes client side e.g. player customization. As Technical Artist I was also responsible for importing Assets both 3D and 2D, Lighting, Light baking, VFXs and texture packing.
Spritesheets & Tiles for 2D, 2022
These are just a few images from a personal project where I am using sprite animations and tile sheets with maps generated in 'Tile' as .json files to create unique maps from one Tilesheet.
I hope to make a tower defense / rts game made for PvP. Players get a building phase then they launch their waves to attack in a battle phase where they can let the AI do it's thing or manually take control of kaiju, troops, killer clowns, pirate business men and tanks to destroy your opponents buildings and units to achieve victory
Dragon breath particles 2015
These are some particle effects I made in Oysterworld games for 'Pooka magic and mischief'
Knight Fight, 2016
Personal project, this game is essentially a clone of
"Barbarian" the classic Commodore 64 fighting game.
Try not to lose your head!
Sadly Knight Fight was lost when an old computer died, it
hadn't been backed up and it now resides in silicon heaven,
Good night my Good Knight :_(
Form Wars, 2012-14
Form Wars is a turn based strategy game based on square-tile grid in which players take turns to control their creatures actions e.g. movement & combat, terraform tiles, cast spells and construct defenses. Form Wars was my 3rd year, Major Project while I was studying at University of Glamorgan, Atrium in Cardiff, Wales. I was the director/co-creator of the project which has a team of 14 Artists, Animators and a musician. With limited time and a lack of some skill sets, I took on other roles too, Lead programmer, GUI design, 3D/2D Artist and Charatcer Rigging. I have continued working on Form Wars which is late into the alpha stages of production now and has already won 2 awards; Games & Interactive Media in the ffresh Awards 2014 and Best game/Artist in 2013 Glammies Awards.
You can download a progress build for PC here FormWars_PC_AlphaV1.2.zip
Above: is a promo for Form Wars that shows some of the concept art, works in progress and in Game footage.
Above: is an early movie of how game play would function. It was cut together using artwork from the Game design document. This video was used to explain the game to the sound students at glamorgan, with the hope that someone would be willing to create sound effects for it.
the Saping is mid- attack animation as the Doom Jester is mid- "took a hit" animation. Environment by Eamon Gavin Doom Jester animated by Nicolas Mallinder Seedling design & Modeling by Pavel Tsihhotski animated by Suvi Jokiniemi
splatter particle system leaves a mess after the sapling strikes a Critical hit on the Doom Jester. the "Hit Text" that displays the hit data is 3D Texts, it scales and rotates to appear the same size no matter where the camera is. Environment by Eamon Gavin Doom Jester animated by Nicolas Mallinder Seedling design & Modeling by Pavel Tsihhotski animated by Suvi Jokiniemi
the Model sheet for a character I designed for the decay faction but never found the time to create. Right and left hand bone swords slot in together to form one large heavy blade.
logo design
close up of the health HUD the Icons below the health bar show the 7 elements players can generate from terraformed tiles. The weird white line is to represent a raycast from the camera to the GUI. It is used to feed the scripts data about where we are clicking. Environment by Eamon Gavin
Status Effect Icons display temporary changes to a units status.
GUI displaying the Doom Jesters turn. The Green Druid is dislpaying status effects under the player 2 health display; Defense up, Accuracy down, Bound & Regenrating. Environment by Eamon Gavin Doom Jester animated by Nicolas Mallinder Seedling design & Modeling by Pavel Tsihhotski animated by Suvi Jokiniemi.
A page out of the GDD to help artists an animators understand how the game will function.
Both Decay and Nature Spawning at the start of the game. Environment by Eamon Gavin Doom Jester animated by Nicolas Mallinder Seedling design & Modeling by Pavel Tsihhotski animated by Suvi Jokiniemi
Decay Character banner
Nature's Character banner
Form Wars Credits. Digital painting by Pavel Tsihhotski
Project Guaila, Lead programmer for Irontown Interactive, 2013
I worked as lead programmer on the Gualia Project. It is an application that Cassisian use to simulate an imaginary terrorist attack , its purpose is to be used at trade shows to allow a demonstrator to walk potential clients through the reaction scenario and display where and how there products lead to a fast controlled solution to the situation. Most of the programming was straight forward, however the display used is a very large touch screen device and testing was need to get the input right.
Splash Screen
The uses can zone into any location from this "Home" view map by touching any of the tags or selecting the locations from a pop up menu that appears after you press the logo in the bottom left.
Character animations were looped. This is the first location after we've zoomed in.
vehicles and location models were provided to us by Cassidian.
Technical Artist Ruth Ruth Beresford added image effects to display the communications network. I could easily turn on and off with the GUI code.
The Application on display in the Orbit Business Center where Irontown Interactive is based.
Top Trumps 1979-80 Horror, 2014
I was doing research on one project and I came across jepgs of an entire deck of old Top Trump cards I used to play when i was very young. In a fit of nostalgia and to amuse myself in my free time, I though "I can build that into a playable game in no time" soon my free time was my work time and 2 weeks later I came out with this.
Its pretty dorky, the jpegs on the cards are of poor quality and the game is unpolished but some might find it fun to play it again like I did.
How to play part 1
How to play part 2
How to play part 3
How to play part 4
Card Artwork origins. All the cards are pen and inked art from old movie posters from 1920s up to the late 70s. I haven't Identified them all but more than half are in the card origins part of the main menu. Apologies for all the type-o's, I'll fix them next edit.
Photoshop Sprite sheet generator.js
I keep a folder I call "tool belt" it is filled with scripts and tools that I repeatedly use when working on a project or game. This is one I wrote, it takes all photoshop files that are open, copies and pastes them into one document, at different positions to create a sprite sheet. The files are sorted according to their names, Alpha-numerically.
BE SURE TO SAVE ANY FILES YOUR WORKING ON BEFORE YOU RUN THIS SCRIPT
this script closes all photoshop windows without saving!
It is recommend to keep all images the same size for best results.
Startup scripts
On startup, Adobe Photoshop CS5 executes all .jsx files that it finds in the startup folders.
if you want this script to be menu-ed from start up I believe you put them in here:
• On Windows, the startup folder for user-defined scripts is:
C:\Program Files\Common Files\Adobe\Startup Scripts CS5\Adobe Photoshop
• On Mac OS, the startup folder for user-defined scripts is:
~/Library/Application Support/Adobe/Startup Scripts CS5/Adobe Photoshop
Script here: MakeSpriteSheet.jsx
Open all the documents you wish to make into a sprite sheet.
Start the script. You'll get a quick reminder to save work or close anything you don't want in the sprite sheet.
Set the number of rows and columns you want. I have 25 images and I want a square of images so I set it to 5 x 5.
Done!