Skip to main content

The Latest

Popular

  • Posted by Jett Sutherland
    renders i made while working on a gamejam with my exits filled with inside jokes and other references
  • Posted by Jett Sutherland
    ive been listening to less than by nine inch nails too much so the music video compelled me to make this
  • Posted by Jett Sutherland
    im not gonna lie im just trying to fill out my portfolio i love wizards i wanted to do something inspired by like. those weird huge wizard telescopes 
  • Posted by Jett Sutherland
    for my first CGI Environments assignment, i was required to make a stylized low poly outdoor environment 
  • Posted by Jett Sutherland
    3D renders i created to be used in my games project assignment for uni - we made a dating sim taking place at a university 
  • Posted by Jett Sutherland
    just some practise to get back into the swing of things modelled in Maya and rendered with Arnold
  • In game environment assets for an endless runner called 'On Fleek'. Which was for a third year university group project .
  • The Lurker is an antagonist in a new project of mine, 'Whispers in the Dark', which focuses on the issue of mental health. Representation: Fear and Anxiety Personified
  • As a part of University group project in first year (2014), I was required to design and produce a model of a giant Tree entity “Elohim”. Which would act as the game, Phanta Rhei’s, core environment asset as the player would progressively wind their way up, passing platform puzzles and enemies. “Elohim” needed to appear as menacing and ominous as possible to merge with the our story. It needed to give the impression that decades worth of blood sacrifices had occurred at the base of “Elohim”,…
  • 'Typical School Days' is a action adventure PC game with a focus on school yard bullying, which was one of the many third year University projects I was apart of. Within the project I was tasked with the challenge of creating an engaging user interface that would be highly visual and immersive while connecting to the theme of a child's perspective of school. As a group we voted that colourising all UI elements associated with the tormentors, should be purple to highlight their selfish and toxic…
  • For a university, third year group project called 'Vanity', we needed to visualise how both our main character's dialogue and selection of inventory would display within the two-dimensional space. Here you can see that we were contemplating either a bland 'stock-standard' approach, or a tailor to the character approach for our character's dialogue. While using a monochrome interface for the scroll and fade inventory system, with the intention for it to 'pop out' to the player. The credit for…
  • 1 1/2 hour bust sculpt. Created in Zbrush