Kia ora! Welcome to my portfolio website, I am a Wellington based creative and graduate of the Massey University College of Creative Arts, having completed a Master of Creative Enterprise in 2021. The research portion of my postgraduate thesis explored the affective value of non-consequential player choice in linear narrative games. This accompanied the development of narrative-driven mystery game Project: Mystic and a business plan, realised through the creation of worker’s cooperative Studio Witchwood. In 2019 I completed a Bachelor of Creative Media Production, focusing on game development and digital art.
If you're interested in information about commission work, current projects, or any questions about previous work you can contact me via email athoare.jw@gmail.com. Otherwise, feel free to check out myArtstation,Instagram,orTwitteraccounts to see more of my work!
Project: Mystic is the graduate creative work of three MCE students; myself, Liam Knight-Devlin, and Mathias Piddington. I was responsable for the visual style of the game through concept art and textures, the game design for the puzzles, and much of the programming—particually for the player character's journal and their interactions with the environment.
The first slide below shows a selection of concept art I created for Project: Mystic. This includes the characted designs of journalist Justin Case and passenger Jane Finch; environment concepts for Justin's office, the Rose on Thorndon café in the day time and evening, and the Mystic's baggage carriage. The second slide includes a selection of posters and promotional art for the game on the left hand side with an assortment of some of the texture art that I created to go in game on the right hand side.
This selection of images showcases in game screenshots of a couple of the environments in Project: Mystic. The first is Justin's office and the surrounding area, with the very first image showing a similar angle to the concept art in the previous slide. The other shows the Rose on Thorndon café with a few characters in the scene. All the 3D modelling in these scenes was done by Liam Knight-Devlin.
Acolyte is a narrative exploration game that is the graduate project of nine Creative Media Production students. I was the creative director for this projects, but also contributed through the creation of concept art, the UI design and programming, and some of the gameplay programming.
This set of images showcases concept art for the two different styles of buildings in the world of Acolyte, the first two that are more simple in structure are from the post-calamity era, the second shows a collection of different concepts for key locations in the game, first is an entrance to the death god's domain and the other is what remains from a kingdom pre-calamity, and the final set shows a statue to a king that stands in the pre-calamity ruins, and a suspended path to a shrine to the death god. All art in these slides were designed and drawn by me.
Below are a selection of in game screenshots for acolyte that showcase how my designs translated into the game's environments. The first shows the Acolyte looking over the post-calamity city and gliding over the ruins of the pre-calamity city, the next slide shows the acolyte in the domain of the death god and an example of the game's dialog UI.
The primary creatives who worked on Acolyte were; myself, Brenna Evans, Liam Knight-Devlin, Kent Verbeet, Connor Kortens, Zuleika Bostel, Nicole Santer, Lydia Hill, and Mathias Piddington.
The Wandering Wisp is the conceptual prototype of a story driven exploration game created by myself and two other creatives. I was a programmer for this project, but I also created UI and particle systems for the game.
The Wandering Wisp was developed for Windows in Unreal Engine 4, and was developed by myself, Brenna Evans, and Liam Knight-Devlin.
Solid Sneek was a top down stealth game made by myself and two others. This game was a multi-leveled top-down shooter, with AI that was hunting the player. For this project I was a programmer, level designer and UI designer.
Solid Sneek was made using Unity in collaboration with Brenna Evans and Luke Burrough, and was developed for Windows.