About the Game
Codex: The Lost Words of Atlantis
o Team People ForWords - 19 People, 2 Artists
o 1st Person Adult-Education Mobile Game
o Initially developed in 9 Months, ongoing
o Adult Literacy XPrize Finalists
Codex: The Lost Words of Atlantis
o Team People ForWords - 19 People, 2 Artists
o 1st Person Adult-Education Mobile Game
o Initially developed in 9 Months, ongoing
o Adult Literacy XPrize Finalists
My Role
Artist o Concepts: Character, Environment, and UI o 2D Characters and Environments o UI and UI Animations |
o 2D Animation Sequences o Character Voice Acting o Audio Editing and Sourcing |
o Dialogue and Story o Game Design o Playtesting |
Mini-Postmortem
What Went Right o Figuring out the scope of the game o Integrating new team members o Team motivation and collaboration |
What Went Wrong o Voice recording o Shifting requirements and deadlines o Game Engine restrictions |
What We Learned o Producers are a great organizing force o Slack is a great communication tool o Working remotely has different requirements |

About the Game
Super Summer Ninja Pool Party Supreme
o Team Splash Bully - 4 People, 1 Artist
o 3rd Person
o Developed in 3 1/2 days
o Winner of the August 2015 UE4 Game Jam
Super Summer Ninja Pool Party Supreme
o Team Splash Bully - 4 People, 1 Artist
o 3rd Person
o Developed in 3 1/2 days
o Winner of the August 2015 UE4 Game Jam
My Role
Sole Artist o Character modeling, rigging, and animating o Environment modeling o Textures and Materials Mini-Postmortem |
o Decorating the Level with Art Assets o Building and decorating with BSP o Title image |
o Playtesting |
What Went Right
o Coordinating source control o Relying on everyone's expertise o Collaborating on tasks |
What Went Wrong
o Not having a task list o Exhausting/Overworking ourselves o Unexpected computer crashes! |
What We Learned
o We can make a fun game in 3 1/2 days o Strategic reuse of assets o Using UE4 |

About the Game
IDENTITY
o Team everNerd Games - 14 People, 4 Artists
o 3rd Person Non-Combative Stealth
o Developed in 6 Months, 2014
IDENTITY
o Team everNerd Games - 14 People, 4 Artists
o 3rd Person Non-Combative Stealth
o Developed in 6 Months, 2014
My Role
Lead Artist o Creating artistic direction with my 3 Artists o Managing, Documenting, and Facilitating Art Team Tasks o Character, Environment, and HUD Concepts Mini-Postmortem |
o 3D Modeling, High Poly Modeling, Unwrapping, and Texturing o Materials in UDK Material Editor o Particles |
o Rigging, Skinning, and Animating Environment Assets o Marketing Materials |
What Went Right
o Art Team unity o "Open Source Newsletter" (team email) o "Show Us What You Got" (show and tell time) |
What Went Wrong
o Project was over-scoped ("stealth" is hard) o Underestimating animations o Underestimating need for polish and review |
What We Learned
o Art and Level Design reviews early and often o Communicate decisions for good morale o Keep track of decisions for better morale |

About the Game
BOOM!
o Team Unicorn Piñata - 7 People, 2 Artists
o Capture-the-Flag, Multiplayer, 1st Person Shooter
o Developed in 12 Weeks, 2013
BOOM!
o Team Unicorn Piñata - 7 People, 2 Artists
o Capture-the-Flag, Multiplayer, 1st Person Shooter
o Developed in 12 Weeks, 2013
My Role
Artist o Collaborating with my Art Lead to create the game's Artistic Direction o Character and Environment Concepts o Cinematic Sequence Storyboards Mini-Postmortem |
o 3D Modeling, Unwrapping, and Texturing o Materials In UDK Material Editor o Particles |
o Rigging, Skinning, and Animating Weapons o Marketing Materials |
What Went Right
o Coping with loss and gain of team members o Team morale activities ( Piñata, Shirts, Food) o Working with Art lead |
What Went Wrong
o Art and Level Design communication o Excessive overtime o Not enough experience with UDK |
What We Learned
o The importance of preproduction o Game designer is vital for decision making o Open communication is key |

About the Game
WITH STRANGE AEONS
o Team Chariot Assembly - 5 People, 1 Artist
o 2D Horror Puzzle Platformer with Non-Euclidean Space
o Made in GuildEd (SMU Guildhall's proprietary game engine)
o Developed in 8 Weeks, 2013
WITH STRANGE AEONS
o Team Chariot Assembly - 5 People, 1 Artist
o 2D Horror Puzzle Platformer with Non-Euclidean Space
o Made in GuildEd (SMU Guildhall's proprietary game engine)
o Developed in 8 Weeks, 2013
My Role
Sole Artist o Character and Environment Concepts o Sprite Sheet Animations o Environment Assets Mini-Postmortem What Went Right
o Playtesting early and often o Knowing when to cut instead of "fix" o Using Scrum |
o Still Cut-Scenes o Art Asset Database and other Documentation o Marketing Materials What Went Wrong
o Not asking for help with the engine sooner o Departmental miscommunication o Complications of integrating work |
What We Learned o Respect each department's expertise o Stick to the production systems that work o Keep everyone in the loop |