
A few weeks ago, I reached the end of a long and exciting journey.
Alto’s Adventure – a project that I’ve poured my absolute heart and soul into over the last
two years – was finally released to the public.
It’s been a wild ride, and I’m not sure I can adequately put into words how I
feel about everything that’s happened so far, but I’ll start by saying a huge thank you to everyone who’s downloaded and played the
game. You’ve made it all worth while.
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Last week,
Snowman and I posted our first glimpse into the world of
Alto’s Adventure with our debut teaser trailer – it may be short, aiming only to set the scene at this
early stage, but it packs in plenty of clues about how you’ll be spending your time on the mountainside. Keep your eyes peeled
for our dynamic weather & lighting in action as well as few moments of actual gameplay!
Click here to watch the trailer and read
more!

This is the second in an ongoing series of Unity related posts.
Click here to read part one and
try the day/night demo.
The next thing I set out to develop in Unity was a simple, touch controller ‘avatar’ that could move
with a natural, fluid motion – the idea being that this simple interaction would be rewarding in it’s own right. I was hugely inspired by
Journey for PS3, and how the players movements made up a large part of the
overall experience – simply travelling through the world became one of the biggest rewards for playing the game.
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Last year, I began a several-month-long process of learning to use
Unity – a highly accessible, cross platform 3D game engine – with the ultimate goal of
exploring it’s potential to create an interactive ‘toy’ along the same lines as
Windosill by Vectorpark.
In the process I built a series of experiments, each focusing on different
aspects of the engine and all contributing towards a final “proof of concept” design. It’s unlikely that these experiments will
become part of a finished project in their own right, so I’m keen to share them here, with a few things I learned along the way.
Click here to read more and try the demo

The model below is the result of little self-initiated project, designed to help me get to grips with realtime hardware rendering in the Maya
viewport. I also wanted to establish a complete workflow from design concept all the way through to modelling, texture mapping and CGFX shader
rendering (which led to so some unexpected and rather confusing shader coding efforts!) and produce something that maintained a strong illustrative
style throughout. The whole thing turned out to be much more interesting and enjoyable than I expected, so I decided to write a bit about my process
below and include a few of my progress shots.
Click here to read on…

Below are a few screenshots and process images from my latest project – an interactive children’s book for the iPad. You can
download it
here, or read on for more details.
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Realmac Software are a team of app developers based in Brighton with a keen eye for design and slick
UI interfaces – they’re the guys responsible for the excellent
RapidWeaver,
LittleSnapper and
Courier. So I was hugely excited when they got in touch and asked me to produce one of seven
illustrated Tshirt designs for the team to wear on their upcoming trip to Apple’s WWDC (Worldwide Developers Conference) in San
Francisco.
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