This project was completed in CAD for apparel. This is a look book designed for my conceptual brand, Concrete. Illustrator, Photoshop, and InDesign were the essential software in the development of this project. I'm thrilled with how this turned out, and found it a great way to demonstrate my typography, layout, and integration skills.
Jamin Bass and the Bottom Feeders
This was a semester long project for Games and Interactivity at UT Austin. With the code and assets provided, I learned how to design a 2D Platformer level in the Unity game engine. The main focus of the class was level design and art implementation. Click the link above to play the game! It's very difficult, to see a tutorial/ speedrun, watch the video linked.
This Project was made in Code and Fabrication at UT Austin. My partners, Anthony Boardman and RG Sureshkumar, were essential in making this narrative come to life. We each had our own responsibilities for working on the project such as aesthetics, coding, function, and fabrication. Anthony performed the code and made sure it corresponded with the functionality of physical objects. RG was basically our aesthetics director and preconceptual mechanism designer.
I was primarily responsible for fabrication and functionality. The three core mechanisms I designed and made were the doors/ slasher track, the bus and its sled track, and Squidward's boat/ phone. This included the fabrication of the products and routing of the wires.
This project got me out of my comfort zone and opened my eyes to the endless possibilities that Arts and Entertainment Technologies has to offer. I was thrilled with the final product. The building process was fun and I was glad to adapt my skills to create mechanisms and a flowing design.
The Slasher's track (pictured on the right) was the most complex system in the narrative. I built it to where the slasher and the doors would move in sync. As the slasher moves forward, the doors must open; to achieve this, I cut a thin track for the vertical piece of cardboard to follow. Later, we connected a platform on top to hide the mechanism.
This commercial was made for class to demonstrate the skills we've developed in Adobe Photoshop and After Effects.
I combined hand drawn elements in Photoshop with stock footage and photos to create this GloveRock commercial. The producer tag in the beginning includes all hand drawn elements from Photoshop which were later animated. The animations were made completely in After Effects with paths and key frames. The voiceover was made as a voice memo which I later imported into After Effects and layered over royalty free music. I learned so much about the software while making this commercial and had ton of fun doing it.
This reel showcases the projects I made in my 2D and 3D design course; we learned the ropes of Photoshop, After Effects, and Autodesk Maya. Included is a personal design, my first 2D animation of a Rube Goldberg machine, and my first 3D model. I plan to improve on my shortcomings, as some of these were first attempts.
The theme was to come up with a brand based on a concept rather than a person. Here are the front and back of a business card, flyer, and a letterhead. I was striving for a rock/ metal theme and captured it somewhat how I'd imagined. Looking back, I would choose a different body style font and add more detail to the swirls and shaped elements.