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| Scripting |
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Scene Validation and Export
These scripts automatically find asset type and process relevant validations to ensure the asset is accepted at runtime. Scene analysis ensures only game-specific objects are exported.
Perforce Tools in Maya
These scripts use Python 2.5 and the P4Python API, to connect with Perforce through a UI in Maya, and include all asset-dependent files. The script is constructed so it can be used by other tools, for example to warn if a scene is currently opened by other users, to make all dependent files writable or to use Perforce API for textures only.
XML Processing in C#
These scripts extract important information from intermediate files for debugging and batch processing.
Layer Compositions in Maya
Inspired by the LayerComps tool in Photoshop, this script loads a UI that allows an artist to structure layer visibility settings and save these in a 'composition'. On a recent project art-level owners used this tool to switch between render and export states of a scene.
Streamlining of Animation Exports
These scripts create pre-/post-export steps to streamline animation export. This enables animations of multiple characters in a cut-scene to be exported simultaneously.
Character Setup Tools
Tools for automatically skinning characters with saved weights files, and creating character sets according to export requirements.
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| Rigging |
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Facial Control Rig
A blendshape & joint based facial control rig for easy animation of characters. Optimise size of model files and ensure mutually exclusive shapes are not animated simultaneously.
Props Rigging
Define workflow for setting up props and supervise reference structure to improve export process.
Character Skinning
Provide support for skinning of characters.
FaceFx
Set up FaceFx workflow and create data for lip-sync and face and upper-body gestures of non-player characters. Define requirements for batch processing tools.
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| Outsourcing |
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Specifications Documentation
Write detailed documentation specifying rules for development and restrictions for environment-art and motion-capture suppliers.
Liaise with Suppliers
Consistent communication with suppliers to ensure that assets comply with rules set out in specifications documentation.
On-site Consultant for External Developers
Manage on-site workshops for external developers to provide hands-on demonstration of game development processes. Destinations include studio in Shanghai, China.
Asset Integration
Work with art manager and environment artists to ensure that assets are integrated easily while being able to maintain version control.
Tools Packages
Assist with creating packages containing tools and data required by external developers.
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| Management |
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Project Standards
Define technical rules for production, set and monitor project standards. Includes directory structures for art, animation, design departments, naming convention, consistency in Maya scenes.
Planning and Task Scheduling
Create roadmaps for all areas of technical art, including tools, studio technology groups, environment and character art technology. Delegate tasks through agile scheduling.
Risk Assessment
Evaluate consequences of releasing internal SDK to the team and greenlight when appropriate.
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| Support |
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Profile Game Content
Ensure content can run at an acceptable frame-rate and within memory constraints. Monitor technical reviews of art-levels.
Troubleshooting
Troubleshoot assets, bug tracking and prioritisation.
Mentoring / Workshops
Create workshops and mentor team members in various departments.
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| Shaders |
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Layered Environment Shaders
Enables fine detail to be textured across large polygons and blend materials.
Car Paint
Imitates behaviour of car paint, ambient occlusion on vertex colours with multiple tints, with the added benefit of blending dirt.
Character Shaders
Create shaders for skin, eyes and cloth.
Object Highlighting
Shimmering animated texture overlayed over diffuse and other emissive textures with a strong fall-off, driven by facing angle of camera. |
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| About this site |
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PHP and MySQL
I built this site from scratch, setting up a MySQL database which connects through PHP to this site.
The pages for 'Game Development', 'Published Articles' and 'Personal Work' are generated automatically; a new section is created by adding an entry to the database and inserting the relevant images into a folder on the server.
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