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About me

I consider myself a very visual person and believe my portfolio reflects this. The works in this portfolio demonstrate my latest and greatest projects relevant to my desired fields of work.

People who know me have described me as a perfectionist.
I have often found this to be true as I repeatedly find myself working on small details for extended periods of time. Each piece of work on this page has had the utmost care and attention put in relative to my skills at the time.

I understand that spending too long on a particular aspect can cause problems for myself or a team, that is one of the reasons why I entered the UoP Game Jam competition which demanded strict deadlines and working hours. What took me months to create for CASPER I was able to produce in three days to an acceptable standard. I will continue to improve on this aspect to ensure my workflow remains smart and efficient.

More to add here...

Portfolio
CASPER Project - University of Portsmouth

This is a three-part project undertaken at the University of Portsmouth during my second year of study.

The first part involved modelling, rigging and texturing an original character that conformed to real-time requirements. I decided to model one of my existing characters as it had always been one of my "dream-like" goals. Prior to this I had never modelled a character before, nor had I rigged or mapped anything. Needless to say I was very excited and eager to start this project.

The second part required us to create an environment that would relate to our character, again conforming to real-time requirements. We also needed to light the environment in such a way so that the render time remained practical. I chose an enclosed forest surrounded by mountains that featured a waterfall and an ancient temple.

The final part was to produce an animation that could be described as a cutscene for a game. Animating the character was by far the most time-consuming task, but I am thoroughly pleased with the result.


Time Trap - UoP Game Jam 2011

This is a small game that was developed for the 2011 Game Jam held at the University of Portsmouth.

Every year, the university holds a week-long event that challenges several small teams to produce a complete game in no more than four-and-a-half days (during opening hours). The opening presentation determines the possible scenarios and themes the games must be based on, using the "random article" button on Wikipedia three times.

This was my first experience in developing a game with a dedicated team with a strict deadline. We decided to base our game loosely off the 1964 film "The Time Travellers" as a quick-fire, rapid getaway challege. I took the role of Character Artist and Animator based on my existing skills and interests.

In the space of 24 hours (spanning three days) I created the player character "Jade" in 3ds Max and her accompanying animations. I am extremely proud of what we as a team accomplished in such a short space of time and would be honoured to work with them again on future projects.


Lockout - Half-Life 2 Deathmatch Map

This is the final project I completed at Basingstoke College of Technology (BCOT).

It is a re-creation of the multiplayer map "Lockout" seen in Bungie's Halo 2, for use in Valve Software's Half-Life 2 Deathmatch. I created it from scratch with the Hammer and the Source SDK using Halo 2 and its official strategy guide as modelling references.

The level uses standard props and textures that ship with the game in addition to one custom-made texture. I built all of the level geometry by hand using various brushes and entities. Regenerating health and lowered gravity were added to the level in an attempt to mimic the physics and gameplay mechanics exhibited in Halo 2. The map's original icey look was changed for this remake to resemble a small Combine facility that would reflect the Half-Life 2 universe.

I had a lot of fun developing this map despite problems I encountered during compiling, which unfortunately rendered the map un-optimised for gameplay. Hopefully I will one-day be able to fix this.

 

The design and contents of this website are, unless otherwise stated, copyright of Zak Lloyd, 2009-2012.
No portion of this website or the work contained herein may be reproduced without express permission from the author, unless explicitly stated on individual works.