NOVEMBER 24TH, 2014
My first entry into game devlopment
(Recreation of Universal Orlando)

This took about 4 hours, and was my first real test using Valve's Source Engine.

NOVEMBER 27TH, 2014
Messed around with textures for the first time, making them in Gimp, then importing them into Hammer
(Recreation of Universal Orlando)
NOVEMBER 28TH, 2014
Continued working on other buildings, all lightly textured using a solid color.
(Recreation of Universal Orlando)

DECEMBER 3RD, 2014
Got more advanced with textures, fixed up one of the buildings to what I considered (at the time & with the limitations of source engine) a finished state
(Recreation of Universal Orlando)
JANUARY 12TH, 2015
Picked back up the project, after a bit of a break, then started the framework of one of the next buildings
(Recreation of Universal Orlando)
JANUARY 20TH, 2015
Got much more advanced with my textures, and completed the groundwork of another building to go with them.
(Recreation of Universal Orlando)
JANUARY 24TH, 2015
Abandoned the Universal VR project in favor or starting an early source-engine version of Worlds VR
(Worlds VR version 1)
JANUARY 26TH, 2015
Messed around with some texturing software used for source, managed to convert a gif to an animated texture, despite another very experienced source engine user not believing it was possible.
(Worlds VR version 1)
JANUARY 28TH, 2015
Downloaded Photoshop and began recreating visuals for "Fresh Static Snow"
(Worlds Visual Remake version 1)
FEBRUARY 4TH, 2015
Moved on from Fresh Static Snow, over to Flicker.
(Worlds Visual Remake version 1)
MARCH 2ND, 2015
Abandoned the Worlds VR project within source engine, started working in UE4 instead. I first began by figuring out how to play video materials within the engine, and then ported flicker in.
(Worlds VR version 2)
MARCH 3RD, 2015
Reached a point where I had a very early proof of concept prototype, sent it in to Porter himself through his Tumblr.
(Worlds VR version 2)
MARCH 5TH, 2015
Decided to drop the project, due to the lack of visuals, and inability to recreate all of them on my own.
(Worlds VR version 2)
MAY 12TH, 2015
Ghostdad (Porter's VJ) picked up my video and mentioned it in an interview he had with Resolume. (http://resolume.com/blog/11941/artist-profile-ghostdad)
"Someone even put the entire set together from cell phone footage taken at shows with homemade recreations of the live music. Okay and here’s where it gets really crazy, someone even started building the live rig into a 3D game engine: https://youtu.be/kq3TcMxpcV4"

(Worlds VR version 2)
MAY 14TH, 2015
Went back to work on the Worlds VR project, refining the screens a little bit and bringing them down to actual size.
(Worlds VR version 2)
MAY 24TH, 2015
Further refined the stage design, adding lights and doing some tests to make the visuals look 3d using chroma keying.
(Worlds VR version 2)
MAY 25TH, 2015
Figured out how to do some basic light beams
(Worlds VR version 2)
MAY 30TH, 2015
Once again, gave up on the project due to the lack of visuals and audio.
(Worlds VR version 2)

THINGS TO ADD:
THE START OF WORLDS VR VERSION 3
MEETING HUNTROXIC AND JOINING THE VISUAL REMAKE PROJECT
RE-ENTRY TO BLENDER (SHELF MODEL)
FIRST CLIENT
VARIOUS PORTFOLIO BUILDING PROJECT
GETTING STAFF PICK
RE-ENTRY TO TEXTURING IN BLENDER
ALL OF THE WORK DONE ON THE NEW TRACKS
GETTING THE VIVE FOR FREE
WORKING ON FIRST FREELANCE JOB