In October of 2014, I was working on a project in my free time that overrides Maya’s Viewport 2.0 renderer. A viewport renderer override can be useful to render the scene externally, such as in a game engine. The advantages of this are that you can fully control the rendering so that the result in the viewport matches […]
Maya Viewport 2.0 Renderer Override
This project was a voyage into replacing Maya’s Viewport 2.0 renderer with a custom-built external rendering system. This sort of setup is ideal for games development, as artists can see and edit final-quality art assets directly within the viewport without having to repeatedly export their scene. Technical limitations of the built-in viewport, such as the […]
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 […]
#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. […]
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 […]
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. […]
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 […]
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 […]
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 […]