Metal Shell

What? Student game. First person shooter – a 3D game in our own game engine,  Keeper Engine, at The Game Assembly.
Who? Created by Reanimated Frog, consisting of 7 artists, 4 level designers, 5 programmers and 5 technical artists, including myself.
My contribution? Created all rigs for all characters in the games. Made sure all animations was exporting correctly and did a lot of animation cleanup.

Tribal Wars

What? Student game. Real time strategy – a 3D game in our own game engine,  Keeper Engine, at The Game Assembly.
Who? Created by Reanimated Frog, consisting of 7 artists, 4 level designers, 5 programmers and 5 technical artists, including myself.
My contribution? Were Trum Master (The Game Assembly’s version of Scrum Master). Created all rigs for all animated objects in the games. Did all of the ranger’s animations. A lot of animation cleanup.

Waste Of Space

What? Student game. A space shooter. First 3D game in our own game engine,  Keeper Engine, at The Game Assembly.
Who? Created by Reanimated Frog, consisting of 7 artists, 4 level designers, 5 programmers and 5 technical artists, including myself.
My contribution? Created a numbers of scripts to ease the pipeline for our artists and level designer. Had responsibility for our skybox pipeline.

Mech 2000 Shanghai Showdown

What?  Student game. Third game at the Game Assembly – our shoot em up, Mech 2000 Shanghai Showdown. A 2D game with 3D pre-rendered graphics.
Who? Made by 3 programmers, 3 level designers and 4 artists, including myself. Created in 4 weeks effektive time
My contribution? Did all the rigging for all enemies. Created art for all dragon bosses and the crawling and exploding zombie enemies.

The Pilgrimage

What? Student game. Second game at the Game Assembly, the point and click game. A 2D game with 3D pre-rendered characters and hand drawn background.
Who? Made by 4 programmers, 2 level designers and 5 artists, including myself. Created in 4 weeks effective time.
My contribution? Rigged and rendered all the characters for the game. Did some minor art details.

Nom Nom In Appleland

What? A 3D sidescroller platform game for iOS and Andriod. My first released and commercial games.
Who? Created using Unity, Maya and Photoshop, by myself and three friends.
My contribution? Had the responsibility for all rigs, most 2D art and some 3D art, and the pre production. Also had the major PR responsibility to gain public knowledge and collect investors.