me when i

Marie Taylor

girl-adjacent creature and maker of things

Here's what I do:

Game Development

  • I've worked in development and design roles for >3 years
  • Proficient in Unity (C#) and Game Maker (GML)

Web Development

  • I've worked in frontend, backend, and database
  • JS, PHP, Node, and React / React Native

Visual Design

  • Brand design, advertisement, Visual Grammar
  • 2D and 3D artwork and animation
  • Video production

My Toolkit

Adobe Fireworks

Adobe After Effects

Adobe Photoshop

Unity

Blender

Visual Studio Code

Sourcetree

Sony Vegas Pro

You probably don't need to know this information, but it's here for completeness's sake. I've been to college.

Bachelor of Digital Media (Information Technology) / Flinders University

  • Fundamentals of Computing COMP1001
  • Information & Communications Technology COMP1101
  • Computer Game Development COMP3752
  • Multimedia Production 1 SCME2108
  • Computer Programming 1 COMP1102
  • Computer Programming 2 COMP3752
  • Professional Skills ENGR1401
  • Project Management for Engineering and Science ENGR3704
  • Convergence Cultures SCME1002
  • Essential Multimedia SCME1003
  • Introduction to Digital Graphic Design SCME2004
  • Simulation and Serious Game Design COMP1701
  • Information Technology Practicum COMP3792
  • 3D Media Studio C SCME2203
  • Database and Conceptual Modelling COMP2761
  • Interaction Design SCME2201
  • Certificate II in Creative Industries (Media) CUF20107
  • Certificate III in Media CUF30107
  • Develop and Extend Critical and Creative Thinking Skills BSBCRT301A
  • Explore and Apply the Creative Process to 2D Forms BSBDES302A
  • Explore and Apply the Creative Process to 3D Forms BSBDES303A

Roles filled and skills demonstrated

  • Photography & Cinematography (DSLR); Filming
  • Video and Audio Editing with Sony Vegas, Adobe Premier, Adobe After Effects
  • Game Development with Unity and Game Maker
  • Programming in GML, Javascript, C#, PHP, Node
  • Level Design, Game Design & Project Direction
  • Web Development with HTML5, CSS3, Javascript, PHP, Node, React, Codeigniter, MySQL, Elastic
  • 3D Modelling, 3D Animation & Shot Composition with Blender
  • Icongraphy, Visual Design, Branding, Vector Art
  • 2D Artwork with Adobe Fireworks, Adobe Photoshop
  • 2D Animation and Shot Composition in Adobe After Effects

Here's what I've been working on.

What is this?

I am currently working on a couple of niche game projects in Unity. These have roughly equal priority and proceed in parallel. You may follow my unity work in the Marie Discord Server. I am present here daily.

Anti Gravity Legends & Diorama Tool

Diorama Tool is a generative toy that allows you to build small towns out of a variety of blocks. It will then simulate people and life within the town. It's similar in concept to Oskar Stålberg's Townscaper. I'm influenced primarly by my odd fascination with infrastructure, public transit, and traffic systems.

Anti-Gravity Legends is a management and building game that will follow Diorama Tool and make use of the same tech and engine. It is influenced by Wipeout HD/Fury, Motorsport Manager, Automation, Roller Coaster Tycoon and various Lionhead titles. It features base-building and staff management elements.

Team Shmup

Heal is a vertical shooter with a narrative focus. It is influenced by Ikaruga, Zone of the Enders, Strike Vector, Nier: Automata & Replicant, Strike Suit Zero, and Porter Robinson. It includes character-switching elements and a design approach influenced by non-traditional fighting games such as Ultimate Ninja Storm.

What is this?

Trackmania is a racing game franchise with a heavy focus on the creation of community content. This can take the form of external media, such as video production, or community-created in-game contributions, such as textures, 3D-modelled objects, and new artwork.

I've been creating artwork and signage that players may import and use within the game. Currently, this collection totals at 665 images.

Additionally, I have worked extensively with the Trackmania esports team Evo to create signage and advertisement to be used in organised competitions. Those items contribute 239 images.

Selected Images

Chooser Tool

To allow players to more easily parse 665 images, I also created a web tool that allows one to filter through the available options and apply them to the game via URL. This tool runs on JQuery and Bootstrap 4.

Texture Mods

In addition to signage, Trackmania allows players to use custom texture sets that can be added to the game to modify the visual theme of a level. I created such a set, designing new graphics and animations, that can be seen in these thumbnails.

The complete collection of my Trackmania community content can be viewed on a dedicated website.

Video Production

Trackmania contains a robust rendering suite that can be used alongside editing tools like Adobe Premier and Sony Vegas. Videos I've produced include recreational projects and showcases of community content.

Here are some things I've done.

What is this?

BallisticNG is a single-release racing videogame that I worked on in 2018. I handled branding and visual design. This included guidelines for logography and in-game UI, as well as designing the iconography of fictional brands within the game. These elements were heavily animated. Above is the game's release logo, which I designed.

A core aspect of the design work was focused on the corporate brands present in the game's internal fiction.

Racing Teams

In-game, the player can choose from a variety of vehicles to race with. These vehicles are associated with specific racing teams, and I designed branding and iconography for those teams.

Campaign Headlines

Gameplay in BallisticNG is seperated into several named campaigns or chapters. I created animated cover art for each of the 11 categories. These used After Effects and 3D animation in Blender.

Visual Design

I created the visual language used throughout BallisticNG. These were the guidelines used in creating new UI and visual design during my tenure there. The design remains recognisable, striking, and anachronistic, and I am proud of my work.

Map Design

I created a portion of the race circuits later used in the game. This process included concepting, playtesting, and eventually design of the environment and 3D modelling of the circuit and environment. BallisticNG had a unique visual style with strict limitations on the complexity of scenes, to emulate the early console era. This affected our design methodology. Alongside the maps are their texture atlases.

Map Design: Aciknovae

The brief: This circuit was to be a recently re-purposed industrial park.


Map Design: Marina Rush

The brief: This circuit was to be a tourist attraction at a seaside resort venue.

What is this?

Slipstream GX was a videogame project undertaken through 2012-2014. It was a precursor to BallisticNG and an initial foray into Unity. We had a 10-person team and created playable demos of the game, though the project was eventually abandoned, with some members moving to BallisticNG. The project contained a variety of music tracks, a variety of playable vehicles, and 4 maps. Though the project was abandoned, it still generated a large amount of art and creative work, and we learned a lot.

Map Design

I created one of the race circuits for the game, known as K-Bay. This process involved layout testing as well as 3D modelling and texturing of the environment.

Art & Design Work

Slipstream GX featured several unlockable concept arts that I created. These mimic a similar mechanic available in the videogame Wipeout Pure that made bonus art available to the player. The style is deliberately anachronistic.


Following is a miscellaneous collection of other 2012 design work I created for the game. The designs followed similar functions and principles to those eventually made for BallisticNG, albeit with less sophistication.

What is this?

This is a selection of procedural art. These are images and recordings created by raster processing templates that I designed and programmed. Operations are performed on the pixels to generate the image, including convolution filters, color transforms, mathematical expressions and complex programs. The resulting artwork is the unaltered result of the simulation. Some of these can react to additional data, such as sound input.

Procedural Captures

What is this?

This is a selection of digital art I created through various projects in the past. These primarily use vector techniques.