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angelportfolio [2024/09/29 17:24] angelangelportfolio [2025/06/23 08:46] (current) angel
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-This page is dedicated to documenting Angel's projects and experiments+This page is dedicated to creating a portfolio for Angel and gives context to some of the projects they have done.  
 + 
 +If you are looking for a more formal resume, it is available [[https://pigpigcreative.com/page.html|here]]
  
 ====== Biography & Experience ====== ====== Biography & Experience ======
-Angel B. Smith(they/them) is a young creative with an interest in game development, technology, and programming. They enjoy playing Tabletop Roleplaying games, playing guitar, and streaming in their free time. +Angel Brendan Smith(they/them) is a young creative with an interest in game development, technology, and programming. They enjoy playing Tabletop Roleplaying games, playing guitar, and streaming in their free time. 
  
 They graduated from Quincy High School in 2019 with a Certificate of Occupational Proficiency in Design and Visual Communication and was fully Adobe Certified. They went on to attend Eastern Nazarene College from Fall 2019 to Fall 2024 and graduated with an Associates in Technology and Outstanding Graduate award, majoring in Information Technology.  They graduated from Quincy High School in 2019 with a Certificate of Occupational Proficiency in Design and Visual Communication and was fully Adobe Certified. They went on to attend Eastern Nazarene College from Fall 2019 to Fall 2024 and graduated with an Associates in Technology and Outstanding Graduate award, majoring in Information Technology. 
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 During the same period, they were a co-founder of the Shrader Club, a club focused around technological career development, group projects, and research. They helped create and run the club, as well as led most of the events such as public game tournaments, free training, and homework help sessions.  During the same period, they were a co-founder of the Shrader Club, a club focused around technological career development, group projects, and research. They helped create and run the club, as well as led most of the events such as public game tournaments, free training, and homework help sessions. 
  
 +During a period of hellish job-hunting, Angel began a content creation journey with a specialty in playing and making games. They began work on Cyber Runner(working name) and documented much of their experience on Twitch and Youtube. After several months of this, they landed a job as a TDR and Deployment technician at Medasource doing deployment, configuration, and maintenance on printers and workstations for an Epic integration project across Mass General Brigham. They continued their work here until May, when a compensation disagreement caused them to part ways and continue their journey on Twitch.
 ====== Projects ====== ====== Projects ======
-===== Voxel Testing ===== +*Note from Angel : Unfortunately, many of my projects were lost after a harddrive died, so this is a very incomplete list. I will be continuing to update this page as I find more screenshots and files from any missing projects.
-This project was focused on 2D noise and terrain generation in the Unity engine. It was started December of 2021 and was meant to be the beginnings of a much larger project(Startrotter) that was later abandoned. During this project we used basic Perlin noise to create simple terrain. Unfortunately, the project files were lost but many images were saved. The following is a timeline of the development of this project.+
  
-This was the first successful generation of noisewhich was mapped to a texture file as the voxel system hadn't been implemented yet.+===== Enigmatic Inheritance ===== 
 +This was a VR game that I made as part of a research project sponsored by Unity and Meta. I led a team of 5 to learn VRUnity, and Games in 8 weeks to investigate the toughest parts of learning game development and AR/VR design.
  
-{{ public:messy-noise-no-blocks.png?nolink&400 |First noise texture}} +You can find the full project [[projects:enigmatic_inheritance|here]].
- +
-After some tweaking, that code created this terrain texture. +
- +
-{{ public:first-gen-old-system.png?nolink&400 |First terrain texture}} +
- +
-After about a week of pain and creating systems that would never be used, we finally implemented the voxel "engine" and created this first generation with actual voxels. +
- +
-{{ public:first-successful-generation.png?nolink&400 |First voxel generation}} +
- +
-Then we got these two generations in the voxel engine. At this point, we added rigidbodies to each voxel to allow for a player character. +
- +
-<WRAP centeralign>{{ public:first-actual-terrain.png?nolink&400 |First terrain generation}} +
-{{ public:first-terrain-new-seed.png?nolink&400 |Second terrain generation(new seed)}}</WRAP> +
- +
-These two images show some tweaked values and the delicate balance that is required in this method of generation. +
- +
-<WRAP centeralign>{{public:noise-fail.png?nolink&400|Weird noise}} +
-{{public:more-noise.png?nolink&400|Weirder noise}}</WRAP> +
- +
-We began experimenting with material layers but it's a little hard to see. There are layers of dirt, gravel, and stone within the generation. Also, we added robot character that can run around and modify the terrain. +
- +
-<WRAP centeralign>{{public:material-layers.png?nolink&400|Adding multiple material types}} +
-{{public:adding-character.png?nolink&400|Robot character walking around}}</WRAP> +
- +
-At this point, I was getting busy with. school so I could only finalize the cave generation. These images show the process of finding the proper size and texture of caves. +
- +
-<WRAP centeralign> {{public:even-more-caves.png?nolink&300|Tweaking Caves}}{{public:more-caves-with-grass.png?nolink&300|More cave tweaking}}{{public:adding-grass.png?nolink&300|Actually added grass texture}}{{public:weird-blobby-caves.png?nolink&300|Blobby caves}}{{public:making-caves-final.png?nolink&300|One of the last}}{{public:failed-caves.png?nolink&300|Failed cave generation}} </WRAP> +
- +
-At last, we get to the final test with terrain for over a year and the last image I could find of our 2D voxel engine. We leaned toward a more walkable cave model as well as an multi-octave generation model for the surface noise. We added some alternate materials around the edges of the caves and varied the surface thickness. +
- +
-{{ public:final-noise-image.png?nolink&600 |Final terrain generation}} +
- +
-There are no further updates to this project as the project was postponed indefinitely due to scheduling issues. As stated earlier, there are no viewable files associated with this project.+
  
 +===== Voxel Testing =====
 +This project was focused on 2D noise and terrain generation in the Unity engine. It was started December of 2021 and was meant to be the beginnings of a much larger project(Startrotter) that was later abandoned. During this project we used basic Perlin noise to create simple terrain. Unfortunately, the project files were lost but many images were saved. For a full project timeline, [[projects:voxel_testing|click here]]
  
 ===== Cyber Flow ===== ===== Cyber Flow =====
 +Update: I am now working on this again. I have recreated everything in Unreal Engine 5 and am working on it with public development logs on my Youtube channel. For more info, see [[projects:wncyber-runner|Working Name: Cyber Runner]]
  
-'Cyber Flow' was a class project which was meant to show a student's ability to create a game from start to finish. It required us to follow the basic design and development phase structure; design document, development timeline, prototyping, and polishing. The game focused on parkour and FPS elements with the working name "parkour shooter." This was humorously changed to "parkour dispatcher" due to the school's "no violence" policies. Below is a timeline of the project: +'Cyber Flow' was a class project which was meant to show a student's ability to create a game from start to finish. It required us to follow the basic design and development phase structure; design document, development timeline, prototyping, and polishing. The game focused on parkour and FPS elements with the working name "parkour shooter." This was humorously changed to "parkour dispatcher" due to the school's "no violence" policies. 
- +
-The first step was creating a design document for the project. Above is screenshots of the design document I created([[https://www.pigpigcreative.com/w/lib/exe/fetch.php?media=public:parkour_shooter_design_doc-1.docx|file download]]). Unfortunately, the design sketch was submitted physically and lost. +
- +
-<WRAP centeralign>{{:public:page-1-cyberflow.png?nolink&500|Page 1 of design document}} {{:public:page-2-cyberflow.png?nolink&500|Page 2 of design document}}</WRAP> +
- +
-After my design document was approved, I was tasked with creating a Scrum board with Trello, including a burndown chart(not pictured). +
-https://www.pigpigcreative.com/w/lib/images/toolbar/linkextern.png +
-{{ :public:parkour-shooter-trello.png?nolink&500 |Scrum cards on Trello}}+
  
-By the end of the project, I had implemented wall-running, grappling hook/swinging, a dash ability, FPS shooting, and prototype AI enemies. I may continue this project in the future to add more levels and refine several mechanics but as it stands now, I am proud of this project as a prototype. Unfortunately, I can't find any 'in progress' screenshots but I took some new screenshots of the project. The project itself is also available for download [[https://www.pigpigcreative.com/w/lib/exe/fetch.php?media=public:parkourshooter.zip|here]].+For a full project briefingcheck it out [[projects:cyber_flow|here]]
  
-<WRAP centeralign>{{:public:cyberflow-mainmenu.png?nolink&400|}}{{:public:cyberflow-death.png?nolink&400|}}{{:public:cyberflow-ingame.png?nolink&400|}}{{:public:cyberflow-level.png?nolink&400|}}</WRAP>