A PETIT JARDIN is a 100% natural, self-sustaining glass ecosystem. It encloses an extract of nature consisting of living plants which will continue growing. Some leaves will grow, others will fall, some moss will spread and some roots will extend.
Built on WordPress, with HTML, CSS, PHP and JS.
Petit Jardin combines an easy to navigate, premium aesthetic webpage with an integrated webshop.
A Petit Jardin is a hand-crafted and self-sustaining green ecosystem, it combines nature and interior design. Our low-maintenance ecosystems can transform any space, by enclosing the beauty of nature in an aesthetically designed glass.
The goal was to create a minimal logo and a logotype that kept true to the beauty of the product – but with a premium feel. We wanted the branding to be present but to not remove the attention from the natural beauty of the terrariums.
We created multiple logos, icons, font pairings and various product mock ups.
City building simulator. Your tribe relies on you to help them grow, expand and sustain themselves. Use the crystals that your colony generates for you passively, build more and make sure it’s all sustainable! Your ‘popos’ depend on you!
This was built using the Unity Game Engine, it combines city building mechanics with micromanagement. The player can grow their colony by placing buildings that generate more crystals, however, buildings require electricity, your population requires food and beds, and the crystals used for building are hard to come by!
The game is not released yet, as a few final touches are to be made. All code and all art created by myself.
Co-founder of a craft beer brewery and taproom located in East London. Old Street Brewery delivers a great selection of in-house brewed craft beer as well as guest beers to compliment the current lineup.
Born in buckets on an apartment balcony near the Old Street roundabout – Old Street Brewery made it way to a small basement brewery in King’s Cross before finding it’s place in Bethnal Green.
Since the beginning of the project, we calculated the costs, projections and introduced the concept. Successfully raised funding through SEIS and built the brewery up from scratch economically. Introduced an initial nano-brewing kit followed by a 800 litre brewing facility a year later. The business is healthy and sustainable with progressive growth.
The operation employs 5 people and produces up to 6400 litres of beer a month and serves 99% of the beer directly to the customer, in the taproom.
The development side of Mother Kelly’s new website. Fully responsive pages with custom built plug-ins to help staff perform certain tasks without having to deal with complicated processes. Designed and built to optimize and save time.
Easy to use and straight-forward, the website is supposed to be visually pleasing and also provide basic information quickly and easily. With different layouts between devices; the opening times, beer lists and contact information is easily accessible when on the run or at a desktop.
The Event Management system was built as a plug-in for WordPress. The staff in charge of events are now able to very easily input event information (date & time, location, description, featured image) and everything else is managed behind the scenes. The event is presented chronologically to the customers, provides links to tickets, locations, contacts.. Of course, the event will be moved when expired and does not have to be removed or monitored, the user simply inputs the event information and can forget about it. Easy!
The Menu Upload tool (staff only) is a password protected interface accessible from any browser on any device that allows each manager from each venue to upload their daily menus in a simple, quick and efficient manner. All secure and protected, the upload process is now lightning quick and robust.
It was a lot of fun working with Mother Kelly’s! Lovely people and great beer, cheers!
Built for the Unity game engine, this package gives the user the possibility to create complex dungeons within their project. User friendly with interchangeable art assets, customisation variables and “paper-to-pc” data parsing for placing specific hotspots.
The software will first gather all the user provided data by interpreting the user fed texture file and all user declared variables and preferences. The user is able to provide customisation preferences to the generator via both editable variables and a texture file : dungeon size, entrance location, places of interest, chamber sizes, wild factor, dungeon scale, corridor sizes, potential expansions etc..
This data will then be passed into the general generation part of the script, the preferences are applied, the main paths calculated, the random paths that divert are calculated and chambers are either introduced randomly or following the user’s texture data input, depending on preference. The entrance and exit are placed according to the user provided data or the algorithm.
All the tile information will be cycled through and depending on their position, their surrounding tiles and other attributes, specific tile types will be assigned.
This new data will then be stored within the “Dictionary” data structure and passed forward to the instantiation script which will interpret all the data and instantiate all adequate modules with their respective positions, rotations, textures, models, sizes and so forth.
Finally, the player object, if plugged into the software, will be placed at the initial starting position of the dungeon.
For a full report covering this project click here.
The idea was to pump more life into the previous design and maintain a sense of simplicity and cleanliness. Keeping the edges rough helped preserve a hand-crafted feel and personality.
Keeping clicks to a minimum provides the visitor with the information they need, quickly.
Three different designs were created and one was selected and built upon.
Mother Kelly’s has a family vibe between its staff and the relationship with its customers is based on a mutual passion for the best craft beer available. In order to keep these two characteristics evident it was important to provide a look and feel that distances the business from other similar ventures but also demonstrates the friendly and warm environment that MK delivers.
A relaxed, multi-page design reflected the easy-going atmosphere. Each venue represented with a straightforward ‘business card’. All the information in one place because as a MK regular, that’s what I want : opening times, menus and phone numbers (in case I forget my umbrella).
A more creative approach was the slider version. Simple patterns overlaid with vector art and basic information. Navigation was done in two ways only : click the arrows or use your arrow keys (optional full screen menu). One of my favourite designs!
A more aggressive design was the coloured wallpaper surrounding the single page scroller. All pages and information were on the same page, and the navigation would scroll the user to each segment. Different wallpapers for different segments.
We settled for the first design, and we continued to design it further.
By combining an ‘easy on the eyes’ retro colour palette, uplifting sounds and a smooth gameplay; ‘Popo!’ provides a relaxing experience with zero negative feedback – there is no penalty for losing!
Popo!’ is a simple, straight forward and addictive game with only positive feedback developed at the moment for Android mobile platforms. It is played by rotating a disc in attempt to align the colours on the disc with smaller colours discs that are approaching from various directions.‘Popo!’ Combines simple mechanics in order to deliver a hassle-free gameplay with a very linear and gentle learning curve.
The user controls the rotation of a disc that is split into four segments of different colours, during gameplay smaller discs will be approaching the centre of the user-controlled disc and the player must align the disc to match the coloured segment with the colour of the approaching smaller disc.
The tailored mechanics require the player to relate his finger’s movement to the rotational movement of the large disc as well as constantly monitor the speed of the discs being launched. The player will be faced with many situations where decisions must be taken very rapidly within the fast paced gaming environment.
There are many more surprises within the the mechanics of ‘Popo!’ !
The idea was to build a minimal page that displayed projects in a straightforward fashion without too much navigation. The design should be intuitive and not require any indications on how the site worked and all the information required should be a click away.
Each project has a brief description, a featured image, and icons representing the technologies used. When clicked on, the section reveals a longer description of the project as well as associated screenshots or videos.
The backend was built to interpret simple data provided by the user:
∙ ‘Categories’ are used to label the project under a specific type (Webdev, 3D art, maths etc..)
∙ ‘Tags’ will be associated with their respective vector art for technologies
∙ ‘Additional images and videos
The data is then handled by code and displayed within the browser.
A plug-in to re-order and override WordPress’ date sorting allows the user to sort the projects as they will.
The template was built for the WordPress CMS.
The solar system project is a 3D simulation of planets revolving around a central star, the sun. The 3D simulation can be experienced by moving the camera around and looking at the planets, there are also white circular dotted lines that represent the orbit or trajectory of each planet whilst the planets revolve around the sun and themselves.
Built renderer using OpenGL.
Each planet is a sphere that inherits the “PhysicsPlanet” class. These objects all have position vectors and are instantiated with various parameters that are required.
Position vector, Initial Velocity, Slices, Stacks, Radius, Texture, Name, Rotation speed and mass.
The initial position is altered by taking into account the initial velocity of the planet (direction and speed) and the gravitational forces applied to it (calculated using distance to sun, mass of object and mass of sun). The rotation of each planet around itself it achieved using quaternion based rotation functions.
The acceleration vector of the object is calculated by applying a force vector divided by the mass of the object. This acceleration vector is then added to the velocity, which then alters the position of the object within the virtual environment.
A simple compilation of scripts combining three components: track following, object avoidance and PID in order to allow a car drive itself around a race course. It was created for the TORCS engine and can navigate throughout a course competitively.
TORCS (The Open Racing Car Simulator) is an open-source 3D racing simulator that allows players to take part in racing competitions. In addition to delivering an environment for player controlled racing, the software allows the programming of AI that would control the car and attempt to finish the race as fast as possible without human interference.
Below is a video of my script in action and a link to the report on which approach I took.
Click here to read the report!
We’ve been selling our beer to venues for a while now, and every time we release a brand new beer, we have to design a new label. The labels are designed so they adapt well both to bottles and on beer badges.
It’s all done in-house, on free time.
From the initial logo to all the beer badges and bottle labels, it’s all been done on the same computer by the same person.
Our little two-man brewing operation has kept us busy and has been very well received, so making new labels is more fun than a chore, however, some have more time invested, and some much less. Let me know what you think!
Two simple shaders created to simulate specific effects. Some for fun and some for optimization.
It’s always good fun playing around with shaders, and i’ll upload new ones occasionally.
The Glitch Effect shader was created to deliver the illusion of a visual malfunction. The glitch can be combined with an audio distortion to further enhance the effect.
This is easily placed on a camera within Unity.
Click here if you want it for your project.
The Eye Shader was created in the effort to cancel out a recurring problem artists and animators would encounter. Whilst modelling a character’s head, the eyes are usually spheres or half-spheres, this can provide an adequate level of realism for games with animated eye systems. However rotating spheres in sockets can cause clipping, this shader moves the texture instead, simulating rotation.
Click here if you want it for your project.
I worked on many assets and animations for the upcoming game “Ashes of Mankind”. It is a massively multiplayer futuristic survival game, where players compete for items and territories.
I was provided concept art and would create the 3D Models with a combination of 3D modeling software.
Aside from models, I also made the pre-alpha rigs and animations for their humanoid character and their alien animals.
There’s a lot of art scattered in the AoM folders, and when I find the time, I’ll siphon through it all and provide more adequate screenshots.