Overview of work using the following programs
Unreal Engine 4, Substance Painter/Designer/Bitmap2Material, Maya, Source SDK, Hammer Editor, UE4 matinee/sequencer, UE4 Blueprints, Word Pad++ Script writing, GIMP 2, Adobe Fuse, Goldwave and many more.
Rising Sun mod 2012 – Hammer Editor
About this project – This was the start of our entrance into game development geometry was done by Ed Reatherfod in the Hammer Editor. My role was the texturing and lighting along with some exploratory work in the Source SDK writing custom weapon and gameplay scripts in C++ on Microsoft Visual Studios.
Rising Sun mod for Day of Infamy 2016
About this project – Retexturing, lighting and environment models/effects in Hammer Editor. Working with custom theater files for gameplay overhaul and custom full conversion server scripts.
First UE4 scene 2015
About this project – First attempt at creating a scene from scratch for UE4 video clip at the end of Calumpit Chaos UE4 video below
Calumpit Chaos in UE4 2016
About this project – Converting Hammer VMF file into a UE4 map via Hammeur plugin for UE4. Retexturing using stock and custom materials. Filming using matinee for UE4.
FPS Multiplayer/Gameplay video in UE4 2016
About this project – A video showing use of blueprint coding for multiplayer/gameplay and error fixing.
Custom character model made made with Adobe Fuse and Textured in Substance Painter 2016
Welrod Texturing in Substance Painter 2016
WW2 Map in Progress 2016
About this project – Map based of of the Nazi occupation of Madagascar. Level block off and custom models by Ed Reatherford. Custom materials, lighting and effects by Derek Krisky.
Custom Materials Made with Substance 2016
About this project – Photo taken in Chicago, Il. and material channels generated in Substance.
Newest scene creation Novemeber 2016
Out of editor modifications for artistic ideas