The home of Reece Warren, game design extraordinare.

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    About Reece:

    Currently possessing a Higher National Diploma in Creative Media Production, and pursuing a BA in Games Design, Reece Warren (AKA: Warrenaterz) is an aspirational and intellectual young mind, seeking a full-time career in video games. Originally studying graphic design both at school and college, with the initial intent of becoming an architect, over time he realised that the profession wasn't particularly suited to him. This shift in his interests came from his devotion to art and lack of colour seen in architectural drawings. However, something which was always important in his early life was his love for video games.

    This in turn led him into exploring the world of computing outside of graphic design, including computer programming, 3D modelling and game engines. After having studied A-levels in Graphical Communication, Chemistry and Physics, he focussed his attention more toward the creation of video games due to increasing interests on how they are produced. Throughout studying on his HND course, he has gained a wide insight into the overall workflow and design process of video games. With credible experience in modern game engines such as Unreal Engine 4 and GameMaker Studio (along with many others), combined with an increasing list of industry standard software, he can provide a valuable contribution to any digital or creative project.

    In the long term, Warren's ultimate goal is to incorporate a game design studio. His reasoning behind this plan (though ambitious) is to enhance the creative output of Yorkshire, the local area inside the UK which he resides. Whilst Yorkshire is relatively well known in the creative arts sector, it still needs to be established as a larger creative hub.

    For the mean-time though, he plans to complete his degree and find work inside a local studio as either a game / level designer or environment artist, until he can save the money required for such a venture. This will also give him much needed industry experience. If you want to contact him (either socially or for business related enquiries), or stay up to date with all of his recent projects, feel free to get in touch through e-mail or social media.

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    November 2017

    Xodusse is a 2D top-down roguelike alien shooter that I am currently co-developing with XorShaders. This game is being developed using GameMaker: Studio, and unlike many other 2D games, utilises complex PBR rendering techniques to emulate real-time lighting (subsequently making the visuals look incredibly realistic).

    All of the game's assets and code are available free to download under an MIT license, on the game's public GitHub repository. This game will continue to be in development until late 2018. In the long term, we want the game to feature co-operative multiplayer with sandbox survival mechanics, and an endless procedural terrain generation mode along with a selection of pre-designed levels.

    Whilst I possess a rather technical mind and a fixed mentality toward a specific problem, as I have grown ever more interested in visual arts, I have begun to appreciate the imperfections of my work. Specialising in 3D modelling and video game environment design, having this asset has become incredibly important to myself because we never really see anything in nature that can be considered ‘perfect’. Despite this however, my devotion to the subject has given me valuable experience in numerous software packages and tools that I can contribute to any creative project.

    Unreal Engine Environment

    June 2017

    This was an underground control room environment, developed as part of one of my final projects whilst studying my HND. All of the 3D assets, textures and materials are my own work. The 3D models were created using Autodesk Maya, the textures were created using both a combination of Adobe Photoshop and Substance Painter, and the final environment was rendered using Unreal Engine.

    Overall, this environment took 3 weeks to create from start to finish. All of the walls, corridors and flooring are modular assets, meaning that they can be re-used to create other level designs.