
The Matrix Cubed

Updated 2020
Teesside University
September, 2012 - July, 2016
The Matrix Cubed
Final Year Project: 'The Matrix Cubed'
​
I had two months to make anything. I researched 'Matrix' Trilogy scenes. I wanted a something simple yet effective, I decided on 'MineCraft' characters.
​
I created animations to re-define character mentalities within clips to give crazed, excited, or in 'Neo's' case scared facial expressions. I was researching facial rigging at the time and used this project to test different setups. I researched camera techniques and lighting with the aim of getting as close as possible to the original trilogy clips. Techniques such as 'Dolly Zoom' and green tinted light setups gave very good results.
​



Curious Machine
Final Year Project: 'Curious Machine'
​
The project specification required good lighting and an atmosphere of our choosing within a game engine. We had access to 'UDK' and given assets from 'Unreal Engine 3 Tournament' to work with.
​
For the project I designed a scene that contained an Ominous terrain, using a creature showing innocent interest towards a new object it had found.
​
Celebration
Final Year project: 'Advanced Game Developement'
For this module I was nominated Team lead for Rigging and Animation. I created a standard humanoid rig template that could be scaled to fit different sized characters. I animated and scripted tools for our team on the course. On a weekly basis I helped others, attended meetings with team leads, and gave feedback on work generated.
​
This video commemorates the end of University for me. To this day I still cannot find the students who made the models for our game. The students at the time confirmed it was a fun set of clips for the music. If you recognise the assets please contact me so that I can credit you.
​



Particle Compass
Final Year Game Project: 'Particle Compass' (HDRI)
​
The project specification required that we create two HDRI images, with one render at night and the other during the day. For my project I spent a day in york watching a pub table with two camera's. One was used to get the light levels at different times of day with a probe sphere, and the other camera I used to get overhead textures.
​
For the scene and asset creation I used softwares: 3ds Max, Zbrush, Photoshop, HDRi shop and I used Mental Ray for lighting.
​
UORGI Concept
First Year Project: 'Hulabaloo'
​
The project specification required we concept a game within a team. This was the first time I had used Photoshop, and our chosen concept art lead 'Lauren Duke' was very helpful and a wizard with the software.
​
Within this module, I learnt about how to concept a creature using different anatomy. I learnt Photobashing, layering, creating character blueprints, and colour palletes. These skills helped me picture the creature that needed to be designed, and to keep to the games style that myself and others had chosen by creating a mind-map with a set colour palette chosen for the game.


