EXTERNAL PROJECTS

Fallout 4: New Vegas and Fallout 4: The Capital Wasteland projects
The Elder Scrolls Renewal: Skywind project application (ongoing)
Following the completion of my Studio Practice Module in May, I again attempted to become a member of a mod project team. Along the same lines as the two previous fan remake projects, I this time targeted Skywind, an attempt to recreat TES III: Morrowind within TES V: Skyrim's engine. The same reasons I applied to the previous projects also drove me to apply to TESR: Skywind, coupled with a general desire to simply be an asset contributor to one of the many highly ambitious, expansive projects I will no doubt end up one day enjoying.
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I used this application opportunity to begin learning the processes involved in creating 3D Models for use in video games. This decision stemmed from a desire to increase my skill set for use in my personal works and to both increase my chances of a successful application and to have any assets I do contribute to be that much more tangible than their 2D equivalents.
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To begin my learning process I decided to focus on recreating some of the iconic statuary present in Morrowind, specifically that of the living-god Vivec, based on concept art already produced by a member of the Skywind team. This choice of subject was not only based on how compelling I find this character personally, but statuary allowed me to ease mself into 3D Modelling due to it being a static form and having a singular surface texture.
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I went about creating the Model entirely in free-hand to familiarise myself with the software and improve my skill level in the most effective way possible. At present, the most interesting aspect of the project is translating Vivec's more abstract form and unusual physiology into a more realist art style.
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I am still in the process of creating the Model but the current work in progress sculpt can be found here.
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3D Model Controls
Rotate: Click and Hold
Pan: Right-Click and Hold
Zoom: Mousewheel




In January 2018 I applied for a 2D Artist/Concept Artist position on the Fallout 4: New Vegas mod team. This is a fan project to recreate the Fallout: New Vegas video game within the newer game engine of Fallout 4. My reasons for applying to the team are many; I have an intense affection for both New Vegas, and Fallout 4 and I find the opportunity to find a union between the two games highly distinctive art styles to be an incredibly compelling one, all underlined by my deep respect and love for the modding community as a whole.
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In applying to the project I prepared a portfolio. Within this I included examples of any 2D asset I would be likely to be asked for including pieces, character concepts, recreated art assets and User Interface elements.
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Unfortunately, upon the receipt of my application I was informed that the team was no longer looking for 2D artists for the project. They did, however, pass on my work to a project with similar goals but with Fallout 3 as the target for the fan remaster. I was therefore contacted by the Fallout 4: The Capital Wasteland project and accepted onto their team. Regrettably, however, the project was shut down very shortly after by the project lead.
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Fallout: Cascadia and Fallout: Miami projects
Between the periods of the second and third Academic Year I continued my efforts to be accepted into the development teams of one of the larger independent mod projects. The projects in question this time being Fallout: Cascadia and Fallout: Miami, attempts to bring the cites of Seattle and MIami into the universe of the Fallout games.
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I again applied for positions focused on designing User Interface elements, 2D art assets and character designs, affording me the opportunity to develop a variety of skills as I contributed to the projects.
Fortunately, in the case of both projects, I was successful in my application and began work for them immediately.
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On both projects my primary focus was in designing UI elements in the form of short animations adhering to the established art style and humour of the Fallout universe. These animations would accompany many instances of gameplay within the projects, from Skills, Traits and Status Effects to the Factions and Quests of the in-game narrative.

2018, Quest Animation, for Fallout: Cascadia

2018, Quest Animation, for Fallout: Cascadia

2018, Quest Animation, for Fallout: Cascadia

2018, Quest Animation, for Fallout: Cascadia

2018, Quest Animation, for Fallout: Cascadia

2018, Quest Animation, for Fallout: Cascadia

2018, Skill Animation, for Fallout: Cascadia

2018, Trait Animation, for Fallout: Cascadia
I was also afforded the opportunity to design some of the advertising of the businesses that operated before the nuclear apocalypse that is the basis of Fallout's world. This was an important task as the exaggerated, 1950's style, Capitalist Americana of Fallout's retro-future is a huge contributor to the theme and mood of the games. It was for this reason I decided on a minimalist, Art Deco style for my designs, mirroring many of the advertisements found in the mid-twentieth century US.

2018, In-Game Poster, for Fallout: Cascadia, Digital Painting, 1510x2118 pixels

2018, 2D Faction Icon, for Fallout: Miami

2018, 2D Faction Icon, for Fallout: Miami

2018, 2D Faction Icon, for Fallout: Miami

2018, 2D Faction Icon, for Fallout: Miami

2018, 2D Faction Icon, for Fallout: Miami

2018, 2D Faction Icon, for Fallout: Miami
The finalised animated Faction Icons I created for Fallout: Miami were featured in both the February and March 2019 Progress Updates for the project.

2018, In-Game Poster, for Fallout: Cascadia, Digital Painting, 4096x2048 pixels

2018, In-Game Poster, for Fallout: Cascadia, Digital Painting, 4096x2048 pixels

2018, In-Game Poster, for Fallout: Cascadia, Digital Painting, 2048x1024 pixels
Finally, I was tasked with creating character concepts for an individual in each project. The first, for Fallout: Cascadia, was a redesign of Manta-Man, a satirical reinterpretation of the Aqua-Man comic book character for the world of Fallout. The basis of this was that the character's design had changed considerably between Fallout titles, and the development team hoped to find an acceptable balance between these designs if the character was to be featured in the project. I was also requested to keep the design as in-line with classic comic books in regards to stylisation and mark making.

2018, Character Design, for Fallout: Cascadia, Digital Painting, 1464x2424 pixels

2018, Character Design, for Fallout: Cascadia, Digital Painting, 1464x2424 pixels


The second character I was asked to design was ISAAC, a machine intelligence leading the Enclave Faction in-game. This character was to be an evolution of the established ZAX super-computer already seen in a number of Fallout titles. To inform the design I was asked to draw inspiration from the ZAX designs previously seen in the games and from characters occupying similar narrative and thematic positions in other pieces of media such as Portal's GLaDOS and 9's Fabrication Machine. I was also given screenshots of the environment the character would occupy as it appeared in the game's engine.

2018, Character Design, for Fallout: Miami, Digital Painting, 1733x1772 pixels

1997, from the game Fallout

2008, from the game Fallout 3

2009, from the movie 9

2011, from the game Portal

2018, in-game level design, from Fallout: Miami
