Multi-Resolution Cloth Simulation

This project was developed for my BSc Computer Games Programming final project. My aim was to develop something novel in the area of cloth simulation, and I would like to say that I had succeeded. The principle behind the project was to defer complex calculations used in cloth simulation to lower detailed copies of the […]

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Atom

Long has the inefficient pipeline of previewing assets during development been a burden for game artists all over the world. If artists could save time mitigating tedious exporting steps to preview their work mid-development with in-engine visuals, their time gained could be better spent elsewhere. Many solutions have been attempted in the past, but are […]

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#DailyUI

For the uninitiated, Daily UI is an interface design challenge lasting 100 days. Each day, a new keyword and a new design to imagine. I embarked upon this adventure to better my knowledge of design and to expand my areas of interest. I challenged myself to complete the majority of each design before work started. […]

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Substance Designer Materials

Substance Designer is a great tool to create procedural and parameterized materials. Below is a subset of some experiments I have done using Designer. Most are user friendly, but a few of the materials were created as experiments without the intention of reuse, although they could easily be extended. Tempered Steel Available on Substance Share.This […]

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The Stanley Parable Map

During my research, I have had to apply a modified theory of Propp’s Morphology to The Stanley Parable from a narrative aspect. In my project, I had used the analysis framework of Brusentsev [2] and the modified function set from Bostan [1]. You can read my analysis of Propp’s Functions relative to video games here. […]

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ICIDS ’18 Presentations

The ICIDS ’18 conference is hosted in the prestigious Erwin Schrödinger Lecture Theatre of Trinity College Dublin’s School of Physics. I had the pleasure to deliver a full paper talk in this very theatre. My slides are for the main paper are available to download. Of course, the fancy animations are not present in a […]

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Propp’s Functions for Video Games

In the book Morphology of the Folktale[1], Vladimir Propp outlines a set of commonly-occurring features of novels that he had analyzed, which he named functions.  These functions were all assigned a unique character.  These characters can be strung together to represent the overall narrative structure. Propp’s functions have been extended for modern narrative such as in […]

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Patterns of Hypertext

This is a listing of Mark Bernstein’s patterns from his paper Patterns of Hypertext[1].  While they apply mostly to web and novels, the concepts apply to all hypertext. The person interacting with the hypertext is referred to as the reader, user, or player. There has been calls to structure hypertext for clarity, but it is […]

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