Flintlock Marmoset Render B

Screenshot of ambulance bay ― an environment for which I was entirely responsible (Unity).

Flintlock Marmoset Render B

Front shot of the simulator's ambulance asset (Marmoset Toolbag)

Flintlock Marmoset Render B

Rear shot of the simulator's ambulance asset (Marmoset Toolbag)

Flintlock Marmoset Render B

Doctors & paramedics at St. Mary's Hospital running the simulator with an actual ambulance bay outside.

Flintlock Marmoset Render B

Doctors & paramedics at St. Mary's Hospital running the simulator with an actual ambulance bay outside.

Flintlock Marmoset Turntable Video

Turntable video showcasing some of my contributions to the project (Unity & Marmoset Toolbag).

↓ View Description

Professional Work (Imperial College London)
Workflow: Maya (NURBS) ➞ 3DS Max (Polygons) ➞ ZBrush (Detail & Polypaint) ➞ xNormal ➞ Photoshop ➞ Unity Engine ➞ Shader Forge (Shader Development)
Context: Developed over several months during employment at Imperial College London.
Engine: Unity 4.5
Platform: iOS (iPad), Unity Web Player
This project saw the development of a simulator targeted at healthcare professionals. In the case of a major incident (leading to an influx of patients), hospital staff need to be prepared. Real life training can quickly become very costly. Currently in prototype form, the Clinical Training Simulator is a virtual solution to major incident training.

I worked on many of the simulator’s game assets (incl: the ambulance vehicle & ambulance bay environment), as well as engine optimisations, shaders, and providing guidance on user experience design. Given the simulator was targeted at the Unity Web Player and iOS devices, heavy optimisation was needed. I employed a variety of approaches to cutting-down processing/memory/bandwidth overhead.

The ambulance bay environment is an approximate representation of the actual bay at St Mary’s Hospital. In one image shown above, a doctor can be seen running the simulator with the real-life ambulance bay seen to her right.