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!

I’m incredibly excited to introduce my latest project, Alto’s Adventure – an upcoming iOS game currently in development between myself and Snowman, inc!

Click here to read more, and check out some early concept art!

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

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The piece above represents a bit of an experiment for me, and anyone who’s familiar with my portfolio will recognise a pretty big departure from my typical style of working. Inspiration struck, so I rolled with it :D

Read more and download the wallpaper

Phew! It’s fair to say 2011 has been an exciting one – not only did I have a great time illustrating A Bear Ate all the Brussels Sprouts for the iPad back in the summer, but I’ve also had the huge privilege of working with the guys at Realmac Software on yet another large scale drawing project…

Click here to read more, and view the artwork in more detail

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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