Interactive Multimedia and Design Program
The inception of this project came from a curiosity on map design (Drawn in Krita) and quickly expanded into 3D with Blender as I was gaining an interest and experience in texture generation, application and mapping.
Continuing this project, I started learning texture manipulation (images to the left) within Blender until I felt confident enough to work with the maps shown before to make these images to the right and below. The inception of this project came from curiosity in map design (Drawn in Krita) and quickly expanded into 3D with Blender as I gained interest and skill in.
Up until this point I had been shying away from the most until this point I had been shying away from the most complex components to 3D software, so this project became the one in which I pushed myself to mastering topology.
This project was a creative experiment in 2D pixel art animation using a retro game aesthetic. The animation loops continuously, reminiscent of an old arcade startup screen. I incorporated the word “IMD” as a subtle branded element alongside the "Press Start" text. This exercise taught me the value of limited palettes and how timing contributes to visual rhythm. This exercise taught me the value of limited palettes and how timing contributes to visual rhythm.
With a couple years’ worth of experience in woodworking, I used the software Onshape to make a rendition of a side table. I followed it up by making individual pieces, sanding them, and assembling them individually to form the majority of the table. The last and most complicated part of the table came from the movable tray within the lower compartment. The tray is liftable using a wire system that goes up and around the back through a hole.
This project was designed to test my skills in mathematical placements. For this project my nemesis turned out to be optimization. To handle this issue, I optimized each aspect possible, represented by each image in this slide.
This one project is my lengthiest, still in progress, project. I started this project two and a half years ago, with the interest of making a realistic water shader, and nothing more. Since then it has grown far more complex, with floating physics, thrust to weight calculations and so much more. Most recently I’ve learnt to write scripts to create real-time planar reflections (on the right), to implement fast Fourier transform on the CPU, and I continue to work and learn from this project.
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