Griff and The Sasquatch 2nd Logo

A business card emblem for the "Griff and Sasquatch" YouTube channel
A business card emblem for the “Griff and Sasquatch” YouTube channel

While being a student for Graphic Design, I thought I’d try my hand at some freelancing work; creating assets for games, logos for people’s YouTube channels, creating web pages for local business, etc.  Here are some of those works that I have created for others, either for free for a small fee.

My buddies over at the “Griff and Sasquatch” YouTube channel decided they wanted to create more buzz for their show, so they wanted to create some business cards to be able to pass out at conventions, or wherever else they might be shoveling their unique brand of humor and helpfulness.  Considering I had helped them previously with a cartoony and simplistic logo for their actual YouTube channel (which can be viewed here), they decided to ask for my help yet again.  This time, they were looking for a logo that was succinct, familiar, yet still unique enough to not be confused with other logos, so we decided to go with a Superman-esque emblem with both of their initials in the middle.  After a day of throwing something together – creating the letters from scratch, adding the right filters, and giving it a 3D look – I finally came up with what you see above.

This is only the second time I have had to create a type of icon/emblem using Photoshop (the first being here), but I feel I am finally beginning to understand what it takes to make both a simple, yet powerful logo, and plan on creating even more intricate ones as my experience and education develops!

Transpatial Room Assets, Part 3


Within the RPG titles of the “Legends of Saviors” are many planets with different creatures, people, cultures, and histories that will all have a unique and distinct look from one another, but following a similar style.  I hope to create models that reflect exactly what it is I’m looking for, and create a consistent look with everything.

Other than creating various props to be used in a level (ones to interact with, others to give a sense of scale, realism, etc.), I also wanted to experiment with trying to create modular assets that could be used to create the actual game space, itself.  First, I would need walls, a floor, and possibly even a ceiling, so I ended up creating two different repeating textures that were both similar (to signify consistency in the technology embedded in the room), yet different (where one would be sport more vertical textures for the walls, while the other had more horizontal textures for the floor and ceiling).  I was able to layer together both a customized rocky texture, mixed with a themed circuit pattern (that I have been using with other models, concept art, etc.), and eventually add a bump map to each to give more depth, shininess, and an overall better look.

Creating the shape of the room was a good start, but I would also need another asset that would help break up the possible monotony the wall/ceiling/floor repeating textures present; so considering the room itself takes place within a type of mountain, I thought I’d create a cluster of hexagonal rock columns (with the mountain, itself, being the result of an igneous intrusion – which creates geometric columns of rock, everywhere).  The column cluster model could be used as different scaled stalactites and stalagmites (to show the player that they are indeed inside of something that might have possibly been natural at one point), as permanent light fixtures, and – as I said before – help break up the “squareness” of the room, itself, leading credence that it is indeed a real place, instead of just a blocked out room floating in space; I, too, would end up putting a bump map on the column clusters, and I feel it definitely helped tie in all of the pieces perfectly (which I will be posting some pictures of the “finished” level, soon).