Hey there.
My career is long, complicated, and weird. All revolving around the world of games… So to work my way back:
Following my career in game design and development leading to making my own games company, Chunk Works.
I worked at Taigha Studios, a small indie startup, in 2013. We eventually released Clone Runner on Android which made an eventual android release.
Role: 3D Artist and Animator
Released: 2013
Platform: Android
In UDK I built an exact replica of the new Swinburne ATC building. My small team of three built each asset, texture and lighting to make the building as realistic as possible. The final product was pitched to the Swinburne Marketing Department as an interactive display, to be used by international and prospective students who want to experience the campus. The project was passed on to new students to finish the rest of the campus based on our framework.
Created in Unreal Engine (UDK)
After graduating from Swinburne University I was asked to come back and be a tutor for two classes of User Experience Design.
This was an initial class for first year students teaching them the fundamentals of QA and UI/UX. It revolved around user based testing for user interfaces on games, websites and anything interactive.
I studied at Swinburne University of Technology for two years to get my Bachelor of Arts in Games and Interactivity with an advanced 3D Minor. I graduated on the Deans List after excelling in both 3D Animation and 3D Character Modelling.
At Global Game Jam Melbourne 2014 I was part of a team that created a small game named Casey’s Shadow. The theme was “You don’t see things as they are. You see things are you are.”
We won 2 runner up awards for Art and Marketing out of the other 60+ games made.
Global Game Jam SiteMy career in Marketing, Business, Sales and Events management. Starting from my days in retail to being the international sales lead for an event.
3RD SENSE is a Digital Product company creating a wide range of games and apps as well as providing gamification services for business.
I lead the marketing overseeing the 3RD SENSE brand as well as all our clients during their Deployment phase.
Marketing is a systemic part of game development, especially Games as a Service, affecting decisions in Design and Development. However my main responsibilities include our clients distribution, promotion, community management and analytics and reporting with on going support.
Find out more at www.3rdsense.com
I started at Hanabee in 2013. My role evolved quickly from Sales and Content Development, to Marketing Manager and eventually Business Director.
Hanabee started in 2012 as an Anime Licensing and Distribution company, with a major client being Rooster Teeth, the online content creation company. Now Hanabee has expanded in to gaming licenses including Kojima Productions, SEGA, Microsoft and more.
Find out more about Hanabee at www.hanabee.com.au
Kris Cernjavic, an award winning developer, and I have worked on multiple projects over the years. We had an opportunity with an acquaintance who has over seven million subscribers on YouTube. After another failed passion project the two of us saw an opportunity to not only create our own studio, but to make money by using all of my knowledge and experience from years in business and marketing at Hanabee.
We started the company with minimal investment in November 2017 and since then Chunk Works has seenover 130,000 downloads of their first title.
Find out more at www.chunk.works
After the success of the second RTX Sydney I was tasked with bringing new business to RTX London. After the show sold out in just 15 minutes it hit the ground running. I successfully signed on over 50 exhibitors and had major sponsorships’ from Nintendo, Microsoft and Bethesda including major unreleased titles. I did these all remotely alongside four trips to the UK in just six months.
RTX is Rooster Teeth’s gaming event that started in 2012 in Austin Texas.
As Co-Director of RTX Sydney (formerly RTX Australia) I oversaw the entire production, development and execution of the event at the Australian Technology Park in 2016 and the International Convention Centre from 2017 to 2018.
While it’s a good hobby I have had some speaking roles at various events over the years. As well as content creation and podcasts.
At RTX Sydney 2017 I got to host both Joshua Boggs and Hideo Kojima, as well as his translator James, in an intense Q&A comparing their careers.
It was a great honor as the co-director of RTX Sydney and as a fan of Kojima to get a chance to ask him about his career. In the panel I drew comparisons between his esteemed career and Joshua Boggs’ career. Joshua was the creator of the critically acclaimed indie series FRAMED.
“Cam, Alex, Liv and Jalo are a team of lovable idiots that are here to make you laugh.” – In 2017 after many failed attempts at content creation at Hanabee I decided to start funnelling my professional experience in the entertainment industry in to a hobby with friends of mine.
I created the design, branding, animations and themes for a new content channel called ClickySticks. We quickly grew to 400 followers in just two months.
We are a variety channel with a comedy focus and stream every Tuesday and Thursday at 7:30 PM.
Find out more about ClickySticks at www.twitch.tv/clickysticks
Working closely with my friends at the Opaque Media Group we worked together to create the first instance of a live 3D interview panel with fictional characters. Barbara Dunkelman and Lindsay Jones from Rooster Teeth voice the characters of Yang and Ruby from the popular animated series RWBY.
Working closely with Faceware, Unreal Engine and Opaque we created the most popular panel at the event live streamed to over 5000 concurrent viewers via RTX Australia’s Twitch Channel.
I’ve hosted over 50 panels across Australia for Hanabee Entertainment with crowds of over 500 people.
After hosting panels where we just announce different anime titles I eventually created Hanabee LIVE – an interactive improvisation panel where guests from overseas and fans could get up on stage. Using a visual mixing software called VMIX we allowed for overlays, score boards, interactive games and more. Similar to Spicks and Specks but relating to Hanabee’s brands of gaming and anime.
Vikram Saran, the Games course Programmer and Lecturer at Sunshine University, invited me to come to the first Sunshine Game Jam as a Mentor.
Alongside Kamina Vincent and Emre Deniz we helped over 25 students create 5 game projects in just 48 hours.
Find out more at Sunshine Game Jam Facebook Page or play their games at the Sunshine Jam Itch.IO Page.
I was asked to host an animation panel at ACMI with international guests, Jordan Cwierz and the late Monty Oum, from Rooster Teeth Productions.
The panel detailed the different types of 3D and 2D animation skill sets to a crowd of 500+. It was a great experience to try and explain what the guests were talking about so people of different skill sets could be involved. I then edited the entire video for viewing on YouTube.
Monty sadly passed away almost a year later.
I started learning 3DS Max in high school and eventually made a Photoshop, to Maya, to Zbrush pipeline.
Old Pirate and his spear clock up a total of only 9312 triangular polygons, optimizing him for any in-game engine. He has a baked shadow and baked ambient occlusion. Old Pirate has been implemented into a Unity scene with full animation systems, playable from any android based device.
Original 2D Concept: Kenneth Anderson
Built in: Maya, Mudbox, Photoshop and Unity
Details: 9312 triangles using a 1024 Diffuse, Specular and Normal map
Toof Boy was created for a game concept that was cancelled. The character was created in a few days as a proof of concept.
Original Concept: Damian Asling
Built in: Maya, Photoshop and Unity
I created this animation for a university class using multiple students models. I was approaching it to make it look like a diorama, like a miniature of a victorian gold rush scene. I baked all the ambient occlusion and overlayed some paper textures to make it feel older.
Created in; Maya, After Effects and Photoshop
The Scrab was one of the first character rigs I created. Made in Maya in just a few days with some Zbrush sculpting of it’s high poly mesh. The final character was used in Unity for a demonstration.
Original Concept: Oddworld Inhabitants
Built in: Maya, Zbrush and Unity
Specs: 712 Triangles, 1024 Diffuse, Normal and Specular maps
Abe was one of the most complicated rigs I created in Maya. The model and texturing leaves some room for improvement but I learned and incredible amount about weight painting and animation frames.
Original Concept: Oddworld Inhabitants
Built in: Maya, Zbrush and Unity
Specs: 1243 Triangles, 1024 Diffuse, Normal and Specular maps
My early days of 3D art and animation, I started to learn lighting, animation and rendering using some more of the Oddworld assets.
Original Concept: Oddworld Inhabitants
Here’s all my experience in Premiere Pro and After Effects over my career. It’s mostly for marketing campaigns and content creation.
In 2013 Theodore Argyrakakis and I created a trailer for the Department of Investment Victoria. It was a competition to be held between different universities in Melbourne to see who could use some free passes to PAX to create the greatest trailer. We won the competition and doing so eventually lead me to working at Hanabee.
In 2014 Hanabee started it’s video on demand streaming service.
Created in After Effects.
This trailer was created for SMASH! in 2014. Created to reestablish the brand of Hanabee during a convention.
Created in After Effects.
In 2013 I created an animation for a section of the Single Player Mode video series Monday Night Ricochet. This was completely done in After Effects with some game footage that required keying.
Created in After Effects
I created this animation as a showreel
Created in After Effects
I’ll totally say what’s up back.