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TRADITIONAL ARTWORK

 

My goal  is to master the Art Nouveau style and portraiture.  I can see myself sitting on the Charles Bridge in Prague, painting portraits for passersby.  For now, I create these as gifts for people.

COVER DESIGN

 

I negotiated with my publisher to allow me to create the cover art for my novels.  It was an uphill battle, but I was able to see my vision in print. The font used for the word "Galendor" is a proprietary typeface I'm developing.  I call it Galendor Nouveau.

TATTOO DESIGN

 

A friend asked for a tattoo design for her and her mother. The concept was a mother with a child, "I carried you when you were young." Then the child grown and an elderly mother, "I'll carry you when you're old."  She is a Studio Ghibli fan, so this is what I came up with.  Colored pencil on paper, large enough to frame.

WillCarry.png
Carried.png

STUDENT GRAPHIC DESIGN

 

As of 2019, I've finished all of the electives and am halfway through the core competency of a Bachelor's Degree in graphic design. When all is said and done, I pray I'm not a walking cliche—jack of all trades, master of none.

This is a mock magazine I designed and wrote for Arts 340: Publication Design.

Galendor author art magazine

 Click the magazine to open the full .PDF file.  It is meant to be seen as a 2-page spread, feel free to save it if you wish.

STUDENT COMPUTER WORK

 

I obtained an Associate of Science in video game design from Full Sail University, and an equivalent in Multimedia and Digital Communications specializing in MAYA.  It was quite a while ago, and technology has changed, but the principles of the art remain the same.

MAYA DEMO REEL

I excelled at modeling with conservative polygon counts and textures.  Video games at the time required strict adherence to size constraints. Learning how to place geometry so the model can be rigged with "bones" became a highlight of the course. 

TOMBFALL!

For some reason, after 13 years, YouTube has decided to crack down on my student project video.  I'm disputing it.

Tombfall! was the first complete game from the Full Sail game design program.  Our team of four had three months to conceptualize and execute a program from the ground up.  We wanted English and Spanish spoken dialogue, endings based on language choice, bosses that changed the view to an "Atari 2600-style 3D view" and plug-n-play controller support.  

Our teachers said we couldn't do it and to scale back...we blew them away!  I haven't recorded the video of the Spanish run through yet. 

PROFESSIONAL GAME DESIGN

 

After NOC, a friend of mine asked for my help in creating a design company.  Over a decade before Kickstarter, or Gofundme, we had to scrap money together and search for angel money or investors.  To attract them, we tried to crank out as much content in a few very financially trying months as we could.  I got the coder who worked on Tombfall! and we learned how to develop cellphone games for the Nokia 40 and 60 in less than 5 months.  We had several agents and Disney Interactive looking at us, but they wanted to see a little more content before giving us a license. Unfortunately, we just couldn't pay for life and continue the dream, so Slingstone Digital folded.

SPUN UP!

Our company name, "Slingstone Digital" was a reference to David and Goliath.  We created a "Tetris/Columns" game with imagery from that Biblical story.  The hook was the ability to rotate the playing field, causing really unique chain reactions.  There were five background changes and three pieces of music to round out a very addictive game!

RIVER RIDER

This game was a prototype.  Cell phone games at the time were around 64kb and the phones themselves couldn't handle fast or "twitch" input.  We wanted to show what graphics and physics we could produce in such a small space.  This was a scavenger hunt game with depth of field not common in those days.  There were river currents and items that could be moved in the world via the character's squirt gun, which was drawn by the phone, saving space.  Given proper time and support, this would have been an AMAZING title.

GUNSLINGER (TENTATIVE TITLE)

This idea never made it into production. These movies are just frame by frame animations created in Photoshop as a proof of concept.  Based on how the phone drew content in River Rider, we were going to see how far we could take it and have the phone draw most of the content you see. There would be less space used by .png's or other graphics formats.  To do this, we planned static screens where characters would come on screen and interact or threaten you.  Much like Konami's laserdisc title "Badlands" there would just be a 1-button push to fire your weapon and make an arrest.  Once a scene was completed, there would be a call for north, south, east, or west to move to the next screen.  The game would have played out like a novella. 

GAME DESIGN FOR FUN

 

I'm writing humorous Sci-fi novels that honor everything I love about classic cartoons, anime, video games and movies.  One such title is Captain Rad Bud.  These helmeted beings are nomads who travel their universe in a giant spacestation looking for a new planet to colonize.  An opposing force are the Blockonians, robots who can recombinate junk matter to build their war machine.  Some friends of mine wanted to develop a sidescrolling shooter, so I used my characters and came up with some animations.  The project never got off the ground, but I think someday I can get it developed in one form or another.

CONTEST DESIGNS

 

Creating for oneself is difficult without validation. Contests are a fun way to get the creative juices flowing with the assurance that someone will be looking at your work.  Win or lose, it gets

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