You're a Junker pilot. Prove your space combat skills in our free-to-play,
post-apocalyptic, multiplayer arenas.
On this project I was part of the 3D modeling team working on anything
from the nuts and bolts on the ships all the way up to the areans themselves.
Chroma Academy is a match 3 roguelike. Being developed by Fourfox Interactive.
Fourfox is a 2 man studio between myself and a friend, for the past 2 years
we have been working together on multiple projects. For this project I am
the main 2D artist who has made all the visuals for the game.
Fourfox has be awarded funding from the CODE (Center of Digital Excellence)
for the development of Gamut. We are currently working on the project and
will be released December of 2024.
Shyftrs is a 2D Single player hand-drawn stylized action adventure
metroidvania game inspired from different myths, legends and various culture
found throughout history.
Starting in Janurary 2024 I joined the Wicked Art Games family as their 2D
character Artist/Animator. The vibrant world is filled with amazing
creatures for me to animate, I really love this job.
In 2022 I was fortunate enough to work on Nutri-Islands with the wonderful
team from Nutriblocks.
Nutri-Islands is a serious game which aims to help teach students aged 7-11
about the importance of different nutrients and the affects they have on our
Human bodies.
For this project, I was mostly in charge of art asset creation and character
rigging and animations, as this was a smaller team, I was also hands on with
many other areas of the pipeline including, world building, programming, UI,
video production and marketing.
Developed in 48hrs during the Regenerate Game Jam in Feburary of 2022
TOHORA AND TANE {THE WHALE AND THE KAURI} - An interactive storybook about
protecting the land and sea of Hokianga.
Inspired by the story of The Whale and the Kauri Tree.
Thank you for your participation in helping clean up our beautiful whenua.
I have been doing some tool development for an game project called Chroma Academy.
This tool helps me speed up my workflow by hours, the tool fills out the lineart and packages
it into nice and neat folders ready to continue working on the coloring stage of frame by frame animation.
The tool is published on the Adobe Exchange store.
Towards the beginning of 2022 I created a rigged wolf for a friends game.
The rig includes :
Lin Zexu was a project I spent a few months building at the beginning of
2021, during my time at the Southern Institute of Technology.
The main goal of this project was to spend some time learning new pieces of
software and to demonstrate what we had learnt inside of a presentable
project.
I had spent my time digging into the depths of Marvelous Designer for the
cloth and Maya's Xgen system for the hair groom.
The am pretty happy with the final result for such an early stage of
experimentations and I can see myself using the software time and time again
with future projects.
In this video I cover some of the tool which I have made to help smooth out
the my own and my teams creation pipeline for Game Development.
This video is not short, be warned. But I feel the time is justified for the
amount of information covered. We covered a few Maya tools written in both
MEL and Python, followed by C# scripts in Unity
I cover my "Plug and Play" script system which allows me and my team to plug
in animations and items on the front end while the code crunches the rest in
the background to their respective areas.
I love making tools and find a
sense of satisfaction when my team-members are able to use my tools to
help with their production experiences better.
This year I have made a few projects that include designing clothing and
simulating cloth.
I have become quite fimilar with the Marvelous Designer workflow and how to
cache data for use in other programs. Learning more about fashion and
pattern design feels like a natural transition from UV unwrapping.
Some of these cloth simulations were for personal enjoyment, while others
were used in final products.
Sculpture is something I really enjoy doing, I have spent countless hours
using Zbrush creating awesome characters.
I have not been doing as much sculpting recently, but is something I am keen
to get back into.
Bashful was my first Animation project for 2021 during my time at the
Southern Institute of Technology.
Bashful, for the most part, is a cute ball of fluff. But agitate him enough
and you will see his destructive side!
The project which I created was for a hypothetical game trailer which could
be shown for marketing purposes. At this current stage there is no further
plans on actually creating a game based on the concept, but it served its
purpose of teaching me new skills.
I would like to thanks my tutor Rachel for all the great feedback and advice
along the way!
Hi, Nat here!
Glad you decided to stop by and check out my site.
I have been working in the game development industry now for 3 years, I have worked as a Technical artist, a 2D artist and animator, 3D modeler and junior programmer.
My passion for games stems from the ability to communicate across cultures. The goal with my game development journey is to create fun and engaging experiences which are universally understood.