I recently compared laser scanning with photogrammetry for creating game assets, to see which would be the superior approach. Turns out, combining both might actually be the preferable solution.
Can you imagine a bigger waste of time for a game engine? Except for Alien: Colonial Marines, Lawbreakers and anything Peter Molyneux released post Lionhead Studios.
An incredible range of physical and digital art installations unified by British Ceramics, is now open to the public. Come see our stuff!
Our motion capture stage at Staffordshire University was recently the subject of a massive upgrade. One of the benefits of which is live streaming into game engines such as our beloved UE4.
Mega chuffed to have been involved with this project, which raises awareness of the causes and consequences of genocide within Jewish cemeteries.
Between an occupied City 17, conquered Berlin and infested Dunwall, Viktor Antonov has crafted compelling worlds which seamlessly blend the fantastic with the bleakly real, and are among my favourites in gaming.
Anna and I recently worked with Black Metal band Nyss, to light and photograph the mixed media cover artwork for their latest album 'Dépayser'.
I recently put together a small journal entry which explains some key lighting principles, demonstrated as predictably as ever with Unreal Engine 4.
Despite what my portfolio might lead you to believe, creating a compelling sense of tone, mood and narrative through lighting requires more than just chucking a load of blobs at the screen and hoping for the best.
Since great white shark drawings are something I indulge in fairly often for fun/work as it is, I figured it's high time I tried to capitalise on the trillions of people searching Google for how to do the same.
A few weeks back, I was suggested for creating an infographic for an upcoming great white shark research paper (I know right? No accounting for taste these days!). Said paper is now published and well worth your time (especially the infographic).
One of my responsibilities for SharkStuff is creating badass artwork for our various bits of merchendise. Introducing - Cutie Sharks.
I wrote one of these lighting articles a week or so back and a record-smashing FOUR people really dug it! Enthused and high on my new found fame, I seek to strike gold twice.
Epic Games very graciously unleashed a bucket load of high quality content from their failed IP, Paragon. I created some experiments in cinematic composition and lighting, using said content - here's how.