Design Document – One Man’s Poison

Posted on December 7, 2017

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WIP: Reconstructing/Re-Designing Aidan – Part 2 Re-working the Art Style for Diverse

Posted on July 2, 2017

So in the last post, I had completed the base mesh for the new design, and had UV Mapped the mesh for future texture work.  Now I’ll be taking that mesh into Mudbox to do detail sculpting. The short version of what Mudbox does, is it allows a modeler to increase the polygon/vertices count of a mesh into the millions without the heavy draw on memory that usually happens in rendering software.  Upping the count into the millions will essentiallyRead More

WIP: Reconstructing/Re-Designing Aidan – Part 1 Re-working the Art Style for Diverse

Posted on June 29, 2017

So I’ve been working on various aspects of DIVERSE for a while now,  and to this day I hadn’t been happy with the design of the main character.  Not on a basic design level you understand, Dylan Banks did a fantastic job on the original design, but on how the character had translated into a 3D mesh, which was my doing. So the purpose of this, still ongoing project, has been to rework the 3D implementation of the Aidan design, as wellRead More

MobileSRL – Game Preview Standalone – First Person Camera Test CrimsonStrife Games

Posted on January 17, 2017

The controls are still very much WIP. It handles like ass, and there are no flips/rolls or strafing available yet. So far I’m thinking this will turn out to be a pretty decent portfolio piece. I’m also providing public viewing access to the design documentation here: For those not familiar it is basically a living document that sets the initial restrictions and outlines the project, and will grow from there to fit the final product. Basically it’s your windowRead More

Using VaRest to Connect UE4 to WordPress An Experiment

Posted on June 19, 2016

It works! Albeit a bit buggily. Once I work out the kinks, and have tested it on a live server rather than a local XAMP installation, I’ll post a full guide. For now, see below for some screenshots of the test, and of the JSON request blueprint.

Pseudo Localization An Experiment

Posted on June 14, 2016

Basically I’ve been working on a future-proofed system for getting rough localization into DIVERSE. It’s by no means very accurate, but it’s a good placeholder and it’s automatic more or less. It’s a series of charts that basically work in one of several possible ways: Auto Translate Translates the text you enter under main language to multiple languages. I treat these as pseudo translations only, as google translation barely takes context and grammar into consideration. Using these translations directly inRead More site Work In Progress, 2016

Posted on March 24, 2016

Live here: Running on a WordPress installation, influenced by

Liara T’Soni Updates to Asari model

Posted on December 9, 2012

So I am having to rush to finish this, as it will be my final project before I get my AAS in Simulation and Game Design, and it is due in 2 days.

Asari Work In Progress

Posted on September 11, 2012

Just popping in real quick to show I’ve been working on an Asari model from the Mass Effect Series. I’ll post a future update when the entire character is complete.