Online Portfolio of Shaun T. Williams
BA (Hons) Games Design
ROTATIONS AROUND THE SUN: 45
SOFTWARE & APP EXPERIENCE
3DS MAX, MAYA, AUTOCAD, LIGHTWAVE, VISUAL STUDIO, PHOTOSHOP, 3D COAT, MUDBOX, ADOBE PREMIER, VUE, VISUAL STUDIO/C/C++ & UNREAL ENGINES 2, 3 & 4
Currently working for VERIZON MEDIA
Currrent freelance contract. More information will be updated at a future date.
REFICUL 666 game
Originally designed for VR, Reficul 666 has been reworked over the last couple of years to become a nonVr game with some unique features and following the same style and storyline. Released into steam Early access this game will get updates throughout the year and eventually make its way into the unreal 5 engine. I worked with a great team of actors, voice actors, testers, and our music talent - Roland Stuebner to help create an original apocalypse scenario and atmosphere.
Mobile VR Training Environment (low-poly)
3d modeling from reference images for a VR mobile training video working with Body Swaps to bring an Avanti Rail training simulation to life. On a strict timescale with modeling, an environment and carriage interior was a great challenge. With a small team for direction and needs in the unity engine, this was a great project to work on showing off my diverse skills and communication of a small team.
GHOSTSHIP (3) CHRONICLES GAME
As a solo developer, I expanded and worked on this game for over 4 years with some beta testers to progress the game before it was released on Steam. The 3rd Ghostship game had a shoestring budget for an Indie game. As a solo developer, I worked hard on this game in every aspect along with a great group of voice actors, Will dee who scored the music, and many other special people along the way.
I was really proud to help work on the real-time lighting in 3 cut scenes in the new little big planet installment. I came in at the last few weeks so I could put my skills to the test using unreal engine 4 and sequencer to help shape and finalizing lighting on 3 cut scenes with Axis studios. A great group of people to work with on an awesome game and project and really appreciate my knitted knight badge for working on this project.
It was great to work with a local team & company, Tony @RealtimeUK who put together the right team to shape this final animation and flow to the intro of Outriders. I came late into the project and enjoyed the challenges and working environment to help play my part in this intro. Working in the sequencer and bringing new animations and ideas into the time constraint was both fun and rewarding and helped shape the final flow of the intro in the game.
Premium Sci-fi Game and film Assets
Designed for real time, low-mid poly and Full PBR, I have released many royalty free assets in the form of Spacecraft, spaceships and space stations along with Props, weapons and modular environments ready for use in the Unreal 4 Engine along with other engines such as Unity and many other 3d apps which support FBX and Obj format.
I have been working freelance through 2018 and 2019. I have also found time to publish some of my sci-fi assets I have created over the years. I have worked on a few small projects over the last 2 years such as Cinematics work for RealTime UK, Environments for Indie games such as All Contact Lost and Ghostship Chronicles.
REFICUL - VR GAME
Reficul was designed for VR from the ground up. Designed for high-end VR such as Oculus Rift and HTC-Vive the game uses Motion controls as the player's virtual hands and features realistic weapon handling, real-time inventory, a dark scary atmosphere, multiple unique bonus arcade games, and open world town. The game pushes a lot of limits of VR and also pushes the player with realistic weapon handling in a tense and action-packed VR survival horror game. Available on Steam! Released In May 2018.
One of my freelance projects of 2018 was to model a building interior from the plans and make it VR ready in real time using the Unreal 4 engine. The building was to use set materials, fixtures, and fittings which all had to be modeled and created from scratch from minimal photo reference.
CDF STARFIGHTER VR
CDF STARFIGHTER - VR GAME
CDF Starfighter was designed for VR at is Launched in 2016 with the Steam VR - HTC_Vive and soon after the Oculus Rift. The game originally launched into Early access in April 2016 and went full release in 2017. The game was made in an old source engine version of unreal and many changes in graphics cards sdks, as well as VR sdks, have caused some players problems in 2018. The remastered version which is still in development and expected to go full release in the summer of 2019. CDF Starfighter is a 90`s style space combat simulator with an emphasis on single player.
GHOSTSHIP CHRONICLES TRILOGY
Ghostship was developed in 2012 and 2 separate games were developed and released. Ghostship Aftermath was designed for VR (DK1 - Oculus) and CDF Ghostship was designed for normal pc users. The Ghostship games where developed using the Unreal 3 engine and as a solo developer with failed crowdfunding I worked tirelessly to finish and release the game in 2014 and 2015. Since 2016 work has slowly progressed and the all-new Ghostship games using the Unreal 4 engine and taking all previous feedback into account, Ghostship One (VR) is due to release for VR late 2019 and Ghostship Chronicles is due for release Q2 2019.
CDF (Colonial Defence Force)
As an 80`s kid and my love for sci-fi. I spent many years developing a full Earth-style fleet of ships, weapons, and other aspects of a future United Military. With inspiration from the '70s and 80`s style miniatures I designed an industrial style fleet and vehicles. After designing and building this force in 3d I heave created the Colonial Defence Force and later went onto design other races and factions in this universe. The pirates, crash and drive were brought to life and as the first game Ghostship was about a CDF derelict although
there are many other areas of the universe to explore and survive.
3D Consultant (Education)
GAIA Technologies (UK)
In 2010/2011, I was a 3d consultant and content creator for Gaia Technologies based in Wales, UK.
My duties included consulting with secondary school teachers and staff to create 3d education tools to be used in the current curriculum. I created a number of low poly real-time environments and props while at Gaia Technologies using 3ds max, Vray, Photoshop and a custom real-time engine. I also ran a regular computing club at one of the schools at which I was based (Shelfield Community Academy, Walsall, Birmingham.
Museum of Science & Industry
Tampa, Florida, USA
Designed and licensed for 3d printing in the Science and Industry Museum In Tampa, Florida USA in 2012. The modular moonbase alpha was designed with a modular and 80`s look and feel.
BIG BANG THEORY (Warner Bros)
Spaceship flyby animation used in the Big Bang Theory (Season 8 - Episode 21) Warner Brothers. The animation has also been licensed for other film and documentaries. The ship (CDF Goliath Dreadnought Class) was designed in 2009 and the animation was rendered in Vue in 2010,
In 2009/2011, I was a 3d artist, concept artist and texture artists and animator for a game which was never finished and released. I spent a lot of time on the roles I was assigned its good to show off some work although it was never used and released as planned.
The game was designed as an open universe sci-fi game for Mobile phones and was due to feature trading, battles, story, black markets, diplomacy and a lot of strategies. The game axed by potter tech in 2011.
ALIENS GAME (Unreal 2)
University Project using the Unreal 2 Engine Editor and Maya / Photoshop
The project was fun as Aliens has always been a huge inspiration. I modeled all the environment and props and the alien and rigged it ready for game use. The unreal engine 2 editor was very limited back in the day (2009) but a month's hard work turned into a playable level, Aliens style! The only assets I used which were not my own where the original sound effects from the films and a mod weapons pack.
THE BABYLON PROJECT
MODS & CONTENT FOR FREESPACE 2 MOD (Heat Em Up)
My first efforts in the gaming industry were being a Moderator and content creator for a Freespace 2 Mod called TPB - The Babylon Project. As B5 was always my biggest inspiration for a lot of my work, I spent a lot of my time between 2002 - 2008 helping out on the mod and producing some cannon mission packs such as the STarfury pilot Mission pack and a full voice acted campaign - The Earth Brakiri War. I also released other packs such as Survivor and many other in my 6 years helping out with the community. My username was and still is - MadaboutGames
PREVIOUS WORK EXPERIENCE
1991 - 1992 - Dixons - Shop Assistant
1992 - 1992 - B & M Bargains - Shelf Stacker
1992 - 1993 - Graphic Designer - Clear Picture - Temp
1993 - 1995 - Clifton Casino - Croupier
1995 - 1996 - Working In Spain (Various)
1996 - 1996 - Gledd Hill Water Systems - Metal Worker
1996 - 1997 - BT Syncordia: Helpdesk and on-site network engineer
1997 - 1997 - Royal Bank Of Scotland: Blackpool Topping STreet - Account clerk
1998 - 2001 - British Amry - Royal Artillery
2001 - 2002 - Club Max UK / Premier cuisine
2002 - 2003 - FX Interactive - Owner Proprietor
2003 - 2005 - MAD About Games - Owner & Proprietor
2005 - 2006 - Campus Computing - York University Campus Shop Manager
2006 - 2006 - Subway - Fleetwood - Manager
2007 - 2007 - Card Factory - Cleveleys - Manager
2007 - 2007 - Kerby Hoovers - Self Employed
2007 - DHL - HGV Driver
2007 - Glenn Porters Haulage - HGV Driver
2007 - 2008 R and D Retail - Merchandiser, systems operator
2008 - 2011 - Preston Uni - BA (Hons) Games Design