CV |
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See My CV Section |
Note:
Referee details have been omitted as I do
not wish to post their details on the web.
I have only included an e-mail address and
a mobile telephone number for contacting me.
(Cell Based) |
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A cell based racing game in a hybrid "canyon racer / driver" style. There are several additions to the usual grid based design namely the use of angles for smoother corners and slopes of varying magnitude. Through the uses of these it is hoped that the finalised demo will increase the titles playablility while keeping the complexity to a minimum. | See Projects Section |
Note:
This project was my first 3D game code and
was been developed by me alone.
(3D Models from Primatives) |
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A very simple example of creating 3D models using primatives and vertex positions. Contains a spinning texture mapped cube and a starfield background. | See Projects Section |
Note:
This project was my first attempt at working
with primatives and vertices to create 3D models.
(3D Track Models from Primatives) |
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An extension of the Dynamic TMD Project above. Using beizer coordinates exported from 3D Studio, a simple track 3D track is created using quad primatives. The track design exhibits level of details properties to reduce pop-up and increase the number of polygons visable. | See Projects Section |
Note:
This project is based on the skills gained
from the Dynamic TMD Project above. Also involves working with primatives
and vertices.