Here's a sample of a Photoshop tutorial I would make. Since some of my technical writing experience is from writing bugs while under an NDA, I don't have a record of any of those bugs.
1. Create a new document by selecting New from the File drop down menu or inputting Ctrl+N.
2. Input Alt+F9, Window>Actions, or nothing if the Actions Window is already open.
3. Click on the Create new action button at the bottom of the Action Window.
4. Click the Record button.
5. Do the things that you want to record in the specific order that needs to be done.
6. Click the Stop recording/playing button to save the action.
Your action is now completed. The action can be edited after it is completed.
EQ2 performance settings tutorial
I wrote this for other players in the Everquest 2 raiding guild I was in. The other players were complaining about not being able to see anything on screen while under the effects of the infravision vision effect. I wrote a tutorial explaining how to setup Everquest 2's performance options so that the players can see better while using the minimum amount of hardware resources.
General: Able to focus for extended periods of time to achieve goals; capable of changing tasks quickly as the project focus progresses; tolerant and understanding of different viewpoints and learning needs
Specialized Coursework: Game development and design, 3D Animation, Storytelling, Technical Writing
Cognizant, HCL America • Bothell, WA November 2017 – Present
Visual Data Specialist 2 (Contracted to Google)
Google Graphic Designer Volunteer, Bothell, WA June 2018 - July 2018
* Redesigned the logo for Queer Life Space final logo, early logo, concept logo
Prismal Dreams (Youtube) January 2016 - Present
W3Schools, Online Tutorials April 2016 - Present
SoloLearn (Mobile Learning App) September 2016 – December 2017
Programming Language Certificates
Bellevue College, Bellevue, WA September 2017 – January 2018
Technical Writing Certificate
Hot Yoga Experience, Redmond, WA September 2017 – November 2017
Yoga Teacher Training
RYT 200 Certification
ITT Tech, Tukwila, WA November 2005 –April 2010
B.S. in Digital Entertainment and Game Design
Bellevue College, Bellevue, WA September 1999 – March 2002
A.A. in Digital Graphics and Animation
Illustration for another story. A character from Prismal Dreams living as an astral knight for a once great king in a somewhat traditional medivel fantasy setting.
These are my Prismal Dreams logos. My goal for these logos is to have them represent the major topics of the Prismal Dreams project.
Love and hate, life and death. Orange for bold and cleverness. Purple for regal. Yellow for intelligence. Blue for serenity.
Applying the values of version 1 to natural existence.
Harmonizing the values of Evolution, Masculine, Feminine, Life, and Death.
Visual simplification of version 3. I removed the gradients, blackened the eyes and nose of the skull in the center, and remade the line work.
This image was created entirely with Adobe Photoshop. I call it blue orb.
Concept drawing. This is a scanned drawing of Frey Temple that is visited in Prismal Dreams. The temple is home to several mysterious beings who seem to know the future and the past.
This is a pencil drawing of a peregrine falcon... hopefully.
These drawings of Ivy are from me practicing different styles of coloring. Version 1
These are some of the banners that I made for G. Gordon Allen's many websites.www.gordonallen.org
Logos for the non-profit organization Queer Life Space. My final logo design was approved from board members of QLS.
One of the first logo design from the inital brainstorming session.
Another of the designs from the inital brainstorming session.
,This was the first version of the final design. As you can see the imagery of a brain and a rainbow interested the board members the most.
This was an evolution of the inital design. Cloudy on the outside, with a LGBTQA safe place inside.
This is the final version of the logo. It simplifies the meaning of the logo which is to represent Queer Life Space as a safe place for LGBTQA individuals to talk.
This golem lost the fight, but at least it got to keep its arm in Episode 1
Maya Render. Using the blue orb image I decided to well... make a blue orb. Thus the name blue orb became ever more appropriate. 'Tis a basic sphere with one shader on it.
This was created with just 3ds Max. A dark, water filled cave with rain and a sword lodged into the stone. The stone was rendered with a displacement map over the flat, low poly suface. It creates a much more pleasing rock look then trying to model every nook and cranny of the rock.
This creature I lovingly named Dask. It likes to kill things.
This photoshop created illustration is an advertisment for Prismal Dreams. Also the odd finger orientation is intentional.
Scanned concept sketch for a teaser illustration to advertise the story Prismal Dreams.
The male and female version of an armour design. The armour will be worn by some characters in some episodes of Prismal Dreams.
The male and female version of an armour design. The armour will be worn by some characters in some episodes of Prismal Dreams.
This was a layout and UI design for a proposed website at Axis Studios.
This the room that the Challengers would wait in for there turn to fight the Arena Champion in Episode 1
3ds max render. This 3d model uses a normal map for all the dents. The Champion is the armored golem-like being you can find in the excerpt called arena in the stories section of this site. A variation of the male armor design in armors was used for the Champion.
Poly count is 3718 for champ and 306 for weapon. Tri count is 7428 for champ and 612 for weapon.
This is an animation of the fight scene from the story Arena, or rather below is a placeholder for the Fight scene that is being produced.
Arena Scene excerpt from Prismal Dreams
Reaching the source, she comes upon a large circular structure reminiscent of a modern stadium, but smaller in scale. At what looks to be the main entrance stands two large doors with intricate designs evoking thoughts of pain and glory engraved into the heavy concrete doors. Finding the entrance unlocked she pulls one door open with some effort, but not as much it appeared was necessary. Bringing a curious, yet cautious attitude in with her she sees more designs along the walls and ceiling of the well lit hallway ahead of her. Past the hallway she arrives in what looks to be the main lobby. The room has a very gothic, yet ancient Greek aesthetic with small high tech devices such as security cameras and alarm system access points carefully hidden among the elaborate furniture. Among the emotional shouts and screams many destructive sounds can also be heard coming from a grated door at the far end of the lobby. Walking over to the grated door she finds that it is locked. Being intrigued by the sounds of combat she calls out "Hello, Hello, is anyone there?"
Soon after her call she detects a presence coming toward her. Arriving behind the archaic door she sees a large brutish being about 5' tall and impressively stocky in build with thick fur to accentuate its appearance. "Why are you here? What do you want? What is your purpose for being here? ... Answer me." It asks in a gruff, low baritone voice. Surprised, she feels the reverberations of its voice in her bones. "I wish to know what this place is." Envoke calmly responds. It explains,"This is the Tao-Ken Arena beautiful one. Would you like to participate in this evening's events?" "What events are there tonight?" Envoke asks letting her curiosity bleed through. "Tonight the main event is Champion to challenger, afterward will be the 6 Gauntlet race. Would you like to participate?" the hairy bouncer proposes. "Are these fights to the death?" she ponderously asks. Amused the bouncer responds, "No, victories are determined by audience approval or participant forfeit, or in the case of the race the first one to the end." "Good enough, count me in for both events this evening." Envoke responds eagerly to do some competitive sparring. Understanding her acceptance to participate, the bouncer opens the door and points to which hallway she must traverse to get to the challenger's waiting room. As she passes through the doorway and begins heading down the hall the bouncer asks,"What is you name?" Remaining faced toward the hallway Envoke turns her head toward the bouncer and responds, "Envoke." in her most confident voice. Hearing her name the bouncer cracks a covert smile, "Ok, go down the hall, then down the stairs and wait you turn with the other challengers." Examining the beautiful marble walls on her way to the stairs she begins to wonder what the Champion is like.
Upon entering the waiting room she is immediately greeted by a plethora of odd smells and wandering eyes staring at her. Checking out the dozen or so competitors she is surprised by the variety of awaiting challengers. Most of the challengers look similar to the bouncer, but with different levels of muscularity and build. Then there are some that look like giants of lore, golems ranging from flesh to stone, and even a metal one. And at the other end of the proverbial spectrum there are thinner, more grotesque being with dozens of appendages and translucent skin shinning in the extravagantly lit room. The architecture is much simpler in the waiting room; there are no designs to speak of, just lots of lighting pieces and sparse benches for furniture. To her surprise the entryway leading to the arena is open and there are no visible guards preventing the challengers from getting to the arena before they are called. Happily acknowledging the sense of respect for combat from the challengers, she does a little mental preparation. Soon after psyching herself up, a large stone challenger returns from the arena displaying the Champion's power to the rest of the challengers. Cracks and puncture wounds are strewn about the stone challenger's body like holes in a fresh piece of Swiss cheese. Mildly concerned she estimates the Champion is using some sort of sharp, probably bladed weapon. Just then, Envoke hears her name called to be the next challenger. Responding to the call, she walks to the arena's entrance. As she walks to the arena, concern and thrill simultaneously race through her. Seeing the glass bubble containing the simple, flat arena floor Envoke prepares for combat in her mind while walking to the arena. Once in the arena, the audience and the Champion become immediately visible. The large audience resembles an army of peasants from all walks of life as they shout and scream at the combatants in the arena. Then there's the Champion, a roughly 8' tall walking wall of muscle and metal. It's beaten metal armor protecting the several hundred pounds of muscle lying within. Most prominent though is the equally large pole axe the Champion is wielding. The thought, "Death awaits." echoes through her mind. He stares directly at Envoke with a bloodthirsty grin shinning across his face as he grips and regrips his weapon eagerly. "Well the no death rule is obviously out", she comments to herself while turning her back to the brute and sets her stance. An evil grin pervades her lips as she stares back at the Champion, "Good. This is going to be fun."
An obnoxious bell sound overwhelms the arena's interior followed immediately by a charge forward from the brute. Anticipating a harsh diagonal slash Envoke holds her ground as the brute moves ever closer. As the brute nears his target range, she dauntlessly glares at him with one eye as her head remains half turned to the beast. With the Brute's attack approaching its lethal climax, Envoke moves outside the incoming slash's path of destruction with frightening speed followed by an even faster upward swipe of her hand. The unseen swipe removes the large axe blade and a useable portion of the pole from its master's control. Before the brute has even a chance to stop, much less react to her attack, Envoke grips the resultant makeshift axe with both hands and slams the axe deep into the brute exposed neck via a quick spin move around the brute so she can face his well muscled, yet vulnerable back. The intense force of Envoke's blow penetrates deep into the brute's neck causing large amounts of blood to seep and gush out. The brute quickly falls to the arena's hard floor from the dissipation of his charge. Worsening the damage inflicted, the brute manages to somehow land on his back in his vain attempt to recover from the deathly blow. The immense weight of the falling body forces the axe blade to invade his neck completely, leaving his disembodied head to fall helplessly to the floor. The brute's near lifeless body twitches as a natural reaction to the lost appendage. "Stupid is as you do.", Envoke pleasurably comments to the Champion agonizing defeat.
Boos and cries of hate fill the building as the audience stands in utter shock of the battle's conclusion. "Thank you, thank you! I'll be here all week." Envoke proclaims to the rabid audience while snickering. The audience then begins to chant "KILL, KILL" repeatedly in a creepy and sudden unison. She sees one of the bouncers in the back of the building press a large red switch. Small sparks and red, dot-sized lights appear scattered about the glass wall of the arena's interior. Sensing a rapid generation of electrical energy from the glass arena wall she starts looking for an exit. Only two escape options present themselves; Get past all the challengers in the waiting room and eventually back out the front door or straight through the glass barrier to a large circular air vent in the building's ceiling. "Time to go." she commands herself upon deciding to take option 2. Focusing her strength, she quickly prepares to leap through the glass barrier looming above her. Launching herself upward at a breakneck speed, sparks trail behind her as she flies toward the ceiling. Successfully shattering a useful portion of the glass barrier she lands steadily on top of it. Just as she lands, the barrer's lethal force explodes throughout the arena burning the brute to ash while simultaneously electrocuting him with an extreme amount of voltage. In being too late to make the leap to the air vent above, she makes a quick evasive hop backwards away from the escaping heat and electricity from the newly created hole. Drawing from the electricity in the arena she strengthens herself for the hasty escape out the air vent. Due to their displeasure of the outcome of recent events, the audience continues to chant at ever increasing decibels. Noticing electricity charging some foreign devices in the air vent she expects that a terrible trap is already prepared for her upon entry into the air vent. Deciding to avoid such risk she keeps draining the arena's electrical expulsion. The only remaining option was to escape through the ceiling itself. Not knowing exactly how thick or how dense the ceiling is left this plan with risks of its own, but breaking steel and stone would probably be far easier than whatever death trap was awaiting her in the air vent. After absorbing an immense amount of electricity from the arena's lethal defense she feels strong enough to escape through the ceiling's dense weight. Envoke preps her jump stance. Release, she launches into the air at (literally)breathtaking speeds and pierces the ceiling's thick hide. Rising, rising she successfully reaches city sky and hits the apex of her jump about 12 feet above the building's circular roof. And with a solid landing just outside the new skylight she takes a few minutes to catch her breath. "Whiney Bastards!" she sneers.My youtube video of this story.
This photoshop created illustration is an advertisment for Envoke's story in Prismal Dreams. It's a picture of Envoke, that focuses on her shoulder.
The poster for a game I was working on called Bonfire.
The idea behind it was to inspire creative
thinking through combinations, experimentation, and blending.
A competition of creative and decisive actions.
It is sport-like in nature that favors tactics and choices over damage per turn.
Players: 2-5(1-4 characters per player)
Pieces: 20 characters, 104 skill cards, 45 water tiles, 45 magma tiles, 118 land blocks, 48 walls, 40 counters, a 20-sided die, 1 game board
Setup: Players begin by using tiles and land blocks to create the terrain of the playing field. If there are any arguments, then either roll a die to solve the arguements, or work it out respectfully between each other. Each player then picks from 1 to 3 characters that they will command on the playing field. Players then pick the 1 to 3 skill sets that they will use for the duration of the game based on the number of characters chosen.
If 3 characters are picked, then get 1 skill set.
If 2 characters are picked, then get 2 skill sets.
If 1 character is picked, then get 3 skill sets.
Decide amongst each other how you will take turns.
Gameplay: Each player moves their character(s) up to 6 spaces(split between any number of their characters)and then commands 1 of their characters to use 1 skill card(technique). If a player uses a technique on an opponent's character(s), then the targeted character(s) may use a technique to defend itself with. Skill cards(techniques) are resuable. If two different techniques affect the same target, then the technique with greater power wins. If the competing powers are equal, then those techniques don't take effect. For example: If two 20 power techniques and an 8 power technique all affect the same space(s), then the 20 power techniques would cancel each other out and the 8 power technique would take effect.
Struggle: If one character lands on another character's space while moving, then a struggle will ensue. Each participating player rolls a 20-sided die. The highest roll wins the struggle. The winner gets to move the loser's character one space away, and then have the winning character use one skill card(techniques) to finish the struggle.
Skill card legend:
Single = effects one target
Area = effects an area(number equals the radius in spaces of the area that the technique will effect)
Line = effects the indicated number of spaces in the player's chosen direction)
Column = effects the indicated number of vertical spaces at a single space
Trace = similar to Line, but the player controls the path that the technique takes. The path doesn't have to be linear.
Range is the number of spaces away from the character that the technique can be used.
Power refers to priority of the technique you are using. A larger the number overpowers a smaller number.
Physical techniques have a black and white background, while the Magical techniques have a multi-colored background.
Objective: First player to earn 20 points wins the game. Alternatively, the player with the most points at the end of 20 turns wins the game. Points are obtained by completing Acts.
Acts: Using a technique to create a certain situation is called an Act. Different Acts can give the player a different amount of points.
Gain 1 point if this Act occurs:
KO of an opponent's character by you.
Steal something from an opponent's character.
Gain 2 points if these Acts occur:
catching a thrown item.
capturing a character(a character can only be captured if it has a dark or light conversion on it).
Lose 2 points if these Acts occur:
KO of one of your characters.
Steal from one of your own characters.
immobilizing one of you own characters.
capturing one of your own characters.
Point-based techniques: There are also some universal techniques that cost point(s). You cannot gain points using these techniques, even if they qualify for one. Multiple points can be spent to multiply the effects of the technique. For example: A player can spend 2 points on a 1 point technique to double the effects of the technique.
Techniques that cost 1 point are:
Negate 1 state on any 1 character.
Move 1 character 1 space away from the water, magma, or hole that they are currently placed in.
Terrain: Special pieces that are placed on the game board that enable unique effects to characters and techniques.
Water: If a character lands on water and cannot fly, swim, or is in a bubble or float state, then that character becomes unusable while they are in the water. If the water becomes frozen, then characters can stand on the frozen water like normal terrian. If a character is in the water when it is becomes frozen though, then that character will also become frozen. Water tiles are blue, and light blue when frozen.
Magma: If a character lands on magma and cannot fly, is in a float state, or is wearing magma shoes, then that character is KO'd. If the magma hardens, then it acts like normal terrain. If a character is in magma when it hardens, then that character becomes petrified. Magma tiles are red, and then brown when hardened.
Holes: If a character lands on a hole and cannot fly, dig, or has a float state, then that character becomes immobile. If a hole is filled, then it becomes normal terrain again.
Items and Objects: Items are created in 1 turn and become useable during or after the next turn. Items that can be worn. Worn items stay with the character wearing them. Objects on the other hand, can't be worn. Objects must stay on the spaces that they were created on. Objects can be moved with certain techniques.
States: States are effects that can be caused by techniques. When a character becomes affected by a state, then a card representing that state is placed underneath the character. Unless stated otherwise, all states last until they are removed.
KO: The character is knocked out, and can't do anything. The character becomes unusable untill the KO effect is removed.
Paralysis: Target is unable to move.
Frozen: Target becomes unusable until it is no longer frozen.
Petrify: Target becomes unusable until it is no longer petrified.
Bubble: Target character can move and act while in water, but cannot move on land.
Float: Target is unaffected by water, magma, and holes.
Blind: Target character can't use techniques that are of 10 - 20 power.
Poison: Target character is hit with a 4 power magical technique at the beginning of each turn after the turn that they got poisoned. The player must roll a 5 or greater on a 20-sided die to resist the poison. If the character fails to survive the 4 power magical technique then they can't act that turn. The poison state will persist until it is resisted or removed.
Protected: Prevent techniques of the stated type from affecting the protected character. Ex. Protected from necromancy means that any necromancy technique will automatically fail to affect the protected character.
Defenseless: Opposite of Protected. Any technique of the stated type will always succeed in affecting the Defenseless character.
Light conversion: Target character becomes capable of being captured, and also becomes Protected against Divinity.
Dark Conversion: Target character becomes capable of being captured, and also becomes Protected against Necromancy.
Double move, action, power, speed, or range work just like they sound. These states double the capability of the character in the mentioned attribute. i.e. double move means the character can move twice that turn, or double action means that character can do 2 Acts that turn, etc.
Underground: The target character hides underground which protects it from all physical techniques except Berserker Crush. If the character tries to move while underground, then they lose the underground state. You need to use the technique Tunnel to remain underground while moving. While tunneling, the character is also unaffected by land blocks or walls.
Underwater: The character hides underwater which protects itself from all magical techniques that aren't from Elecrtancy, Hydrancy, or Weatherer. Similar to underground, the character will lose the underwater state if the move with in the underwater state. The character will need to use the technique Swim to stay underwater while moving.
This is an Unreal Tournament 3 deathmatch level. Best suited for 2-8 players, it's a small frantic map that still manages to have places to hide. I used the caves materials that come with Unreal Tournament 3 to make it. Download DM-Blocky
This is a condensed version of the Matrix Trilogy. I spliced captured scenes together and added some music from known artists to compress the experience.
This originated as a photograph of ice cubes on glass table, but after Photoshop it became a picture of melting ice cubes.