University Work
I am currently in my third year studying Tech Art at Escape Studios in London
During my time here I have learned how to take my work to the next level.
The work I have produced at university will be shown here!





Second Year Final Project - SUBMERSIVE
This group project was my final project of my second year at university.
We were tasked with creating a VR escape room game in Unreal Engine, which we based heavily on the Bioshock game series.
What I Contributed:
Procedural assets - Using Houdini, I created various environment design tools, including a pipe generator, a wire generator, and tools to generate railings and consoles.
Puzzles - I created a frequency matching puzzle, a randomized pipe connecting puzzle, a gearbox puzzle with synced up rotating gears, a randomized locker symbol puzzle, and various other small puzzles.
Additional Mechanics - I implemented the telekinesis and wrench mechanics.
Collision - I fixed the collisions on many of the assets created by the artists, primarily sections of the modular environment kits.
Assets and Animations - I created some small assets for the game, such as the clipboard. I also animated and implemented all the sea creature sequences in the game, including the final sequence of the creature swimming past the front window.
Specialism
This is a pack of procedural environment asset tools I created for my second year university specialism module.
The pack contains Houdini HDA tools for generating trees, bushes, grass and rocks.
The tools have numerous parameters, and even have parameters for baking the foliage down into textures, and converting the mesh into low poly cards for optimization.
All the foliage seen in the renders on the right was created using my tools.
Annotation Tool
This was my first project for my second year of University. In this module we had to create a tool for Unreal Engine using Python, which solves a problem or adds a wanted feature to the engine. I decided to create a 3D pen annotation tool similar to the one found in Blender.
This was my first proper dive into Python as a language, so it was very much a learning process!
Cave Generator
For my first Houdini project, I created a HDA for generating caves, for use in Unreal Engine.
The cave had several elements which could be customized through parameters, such as stalactites and stalagmites. The shape of the cave could also be customized, and is spline driven.
Included is a video briefly demonstrating the process of using the tool.
First Year Final Project - SONAR
This was my final project for my first year. It was a group project where we had to create a game based off of a board game.
We chose the board game Captain Sonar, in which each player pilots a submarine and must collect resources to stay alive.
My role in this team was primarily programming, however I also created some assets and did some VFX work as well.
Game Design Module
The main focus of this module was on character movement from a first person perspective. This project had to feature at least one main unique gameplay mechanic.
I decided to lean into movement, taking heavy inspiration from various games, particularly the indie game "Tag: The Power of Paint" which is evident through its gameplay.
For the character model I reused my wizard model for my wizard game (featured here)
VFX Module
For this module I was tasked with decorating a scene with various particle systems and animated materials.
I was given the base environment that came in either a day, evening or night variant, and had to create a more dramatic scene from it.
I took inspiration from the river styx in Disney's 'Hercules' to create a very evil looking environment.
Character Movement Module
The main focus of this module was on character movement, specifically creating a blueprint for a third person character in unreal. My 'game demo' had to feature one unique mechanic, and an interaction with another AI actor.
I decided to lean into movement, with my unique mechanics being grappling and being able to stick to walls.
I also decided to create my own character model and animations for the project, which was not a requirement.
I modelled, sculpted, retopologised, textured and animated this character all within Blender. I kept it relatively simple as I wanted the main focus of my project to be the actual movement mechanics in Unreal.
Worldbuilding Module
This module was all about creating a cinematic environment in Unreal Engine.
In this module I learned about features within unreal such as the Mesh Painting tool and the Modelling Editor.
It also just made me more confident navigating unreal as a whole, and gave me an understanding of how to set up cameras and sequences within a scene.
Clock Module
For this module I was taught how to use Python within Maya to create a clock.
I also scripted the clock to UV Unwrap, and applied textures and lighting to it all through code.
Finally I created a control menu that would be created when running the script. This would allow the player to start or stop the clock from working, as well as turn on/off the lights.
Potion Module
This was the first module I did at university
The goal for the module was to create a potion bottle in Maya. I also made use of ZBrush and Substance Designer when creating my potion.









































