I created Layer Cake, the Photoshop extension to help speed up tiling texture creation.
Normally Panel for Normal Map blending and rotations in Photoshop without the need to rebake
Lazy Save for quickly saving out by groups from a PSD with various naming conventions built in.
Working as a Techincal Artist for Electric Square
Assistant Technical Director (ATD)
I've been working on side projects such as a fitness based game using Fitbit fitness trackers TigSource Dev Log.
Also have released Unity Fitbit which will allow developers to get up and running with Unity and OAuth2 handshakes for Fitbit development!
Layer Cake a set of Photoshop scripts to help speed up tiling texture creation.
Normally Panel a quicker way to do common Normal Map operations like rotations, inverting your maps and overlay options.
Lazy Save the quicker way to save images out of Photoshop. Set your image settings once, set your folder once. Save as many times as you want!
New features that are team/studio oriented as well!
I helped to represent student interests and organize events for the student community. One of my main focus' was to keep an eye on our International students (as I was one once) and make sure they feel a bit more at home. I took care of our Twitter, made posts on our website as well as shared them on our Facebook page as well. The other main focus was going to high schools/school events in other countries to promote our curriculum.
Helping put together levels for Rivercity Ransom: Underground. I contacted the team again to try and help out where I can (after work project ;) ) and was put on helping to get the levels prepped and ready to be played.
This isn't so much a design job as the art is made, I just have to get it into the game and make it playable (all assets are based upon the final level artwork by the Lead Artist.
Intern Technical Artist
Internship for Conatus Creative working on Rivercity Ransom: Underground. My main focus was on building/fixing tools to help take strain off the coders and try to put more power in the hands of the artists. I worked mainly in WPF but also jumped into the game code base a few times to help out.
Major of Game Development
The Digital Arts and Entertainment Bachelor Degree in Kortrijk, Belgium. In this degree I had a focus on Game Development (programming in C#/C++ and several frameworks) and 3D modeling (high and low poly + baking of maps like Normals/ID Maps etc.) and texturing (at the time only in Photoshop, but I have since added Substance Designer and Painter to my arsenal)