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- | This page is dedicated to documenting | + | 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:// | ||
====== Biography & Experience ====== | ====== Biography & Experience ====== | ||
- | Angel B. Smith(they/ | + | Angel Brendan |
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, | During the same period, they were a co-founder of the Shrader Club, a club focused around technological career development, | ||
+ | During a period of hellish job-hunting, | ||
====== Projects ====== | ====== Projects ====== | ||
- | ===== Voxel Testing ===== | + | *Note from Angel : Unfortunately, |
- | 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. | + | |
- | This was the first successful generation | + | ===== 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 VR, Unity, and Games in 8 weeks to investigate | ||
- | {{ public: | + | You can find the full project [[projects:enigmatic_inheritance|here]]. |
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- | After some tweaking, that code created this terrain texture. | + | |
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- | {{ public: | + | |
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- | After about a week of pain and creating systems that would never be used, we finally implemented the voxel " | + | |
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- | {{ public: | + | |
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- | 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. | + | |
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- | <WRAP centeralign> | + | |
- | {{ public: | + | |
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- | These two images show some tweaked values and the delicate balance that is required in this method of generation. | + | |
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- | <WRAP centeralign> | + | |
- | {{public: | + | |
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- | 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. | + | |
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- | <WRAP centeralign> | + | |
- | {{public: | + | |
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- | 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. | + | |
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- | <WRAP centeralign> | + | |
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- | 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. | + | |
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- | {{ public:final-noise-image.png? | + | |
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- | 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, | ||
===== 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: | ||
- | 'Cyber Flow' was a class project which was meant to show a student' | + | 'Cyber Flow' was a class project which was meant to show a student' |
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- | The first step was creating a design document for the project. Above is screenshots of the design document I created([[https:// | + | |
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- | <WRAP centeralign> | + | |
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- | After my design document was approved, I was tasked with creating a Scrum board with Trello, including a burndown chart(not pictured). | + | |
- | https:// | + | |
- | {{ : | + | |
- | By the end of the project, | + | For a full project |
- | <WRAP centeralign> |