Colin Cove

Urban Warfare

Along with a game designer, I had set out to create a polished and engaging user experience. With strong-contrast visual design, clean animation, and meaningful user options we created a compelling product that felt complete.
Built from the ground up as a web game there is an extensive backend that keeps track of user profiles and scores across all levels. Scores, screenshots, and user data are encrypted and sent to a server running mySQL and PHP to handle the requests required of the application.
ActionScript 3.0
mySQL
PHP
JSON
Visual Design
Data Encryption

The Center for Research and Innovation

The CRI is a consulting firm who aid in the entrepreneurial with the Peace Region of northern Alberta. I was hired to extend their branding to several forms of print media, a redesign of their website, and a visualization tool used to represent the organizations structure.
Developed with ActionScrip,, the presentation tool was intended as an interactive way to explore the company and its inner workings. The software reads an XML file that outlines the structure, and a separate piece of software utilizing the same interface and be used to generate this XML.
Graphic Design
ActionScript 3.0
XML

Recon Instruments

For 8 months I was employed by Recon Instruments to continue development on the desktop software. Being the sole active developer on the project it was my responsibility to communicate with stakeholders with the office such as managers, web developers, and graphic designers.
The software was released alongside the new hardware lineup and was utilized by all of their customers. The most significant interface I developed during my time with Recon with the drag and drop dashboard editor.
Flex
Adobe Air
XML
WebServices
SQLLite
Google Maps API

Chrysalis

Solely designed and implemented web based game aimed to create a unique game play experience with captivating visuals. Sketching, alpha builds, paint explorations, and large format conceptual drawings aided in its 8 month development. A sound designer was contacted to develop the original composition heard.
Inspired by the Metroid and Mario Galaxy series, the main character is a lone hero set out to navigate his world. As he moves, the world revolves around him breaking the rules set out by our own universe. Utilizing a map, the player can navigate the world in a solemn and fun manner.
Visual Design
Game Play Design
ActionScript 3.0

Containment

With a team of 3 others and 48 hours of work we developed Containment within Flixel. The summer of 2012 seen me and a programmer from the project reunite to reproduce the core game play building with the Unity game engine.
The concept of the game involves the release of a virus that slowly kills whoever is infected. Acting as a kind of scientific detective with a gun, the player is tasked with trying to eliminate the carrier of the infection, resulting in speculation of individuals and tense moments.
Visual Design
Game Play Design
Unity
Maya

Design Library

Utilizing a wide range of research and conceptualization techniques, me and 5 others were tasked with designing and visualizing a building for our hypothetical client Design Library. Developing from themes involving the standardization found in modern building material and containers found among shipyards.
My responsibility was assisting in overall spatial design and the development of the final visuals used to present the final materials. Utilizing rendering techniques in Maya such as global illumination, final gathering, and ambient occlusion I was able to achieve the high quality of rendering required out of the project.
Spatial Design
Maya modeling
Rendering (mental ray)

Round World

Developed during the 2012 Vancouver Global Game Jam, me and a team of 4 others developed an XNA title within the 48 hours. The game play involved the repetition of a game world that would break under the characters feet with each step.
My stake in the project involved conceptualizing the original game play and leading the development of the engine. By providing base classes and developing a physics engine to work from we were able to create a functional and engaging experience for the player.
C#
XNA Development

About Me

Based out of Vancouver Canada, my interests lay in developing compelling software in terms of design and architecture. Studying visual design and software development are seemingly opposing passions that have driven me to think about every aspect of a product when I set out to create.

Before moving to Vancouver I was living in my small town studying Fine Arts. Having spent three years immersing myself in painting, drawing, sculpture, and other mediums it was time I moved onto bigger things. Simon Fraser University is where I landed, studying in the School for Interactive Arts and Technologies.

Within this program, I take courses such as Information Design, Body Interface, Interactive Objects and Environments, Advanced Human-Computer Interaction, and many more. Once I have finished my program, I will have a Bachelor of Arts in Interactive Systems.

The design of a new experience is what drives me and my work. Through constant sketching, development, and working with smart people, I will continue coming up with the new ideas to drive innovation.

Contact

Resume
cove.colin@gmail.com
covertstudios.ca/blog
LinkdIn
778-866-3809
New Wesminster, BC

Friends

Copyright ©2013 Colin Cove
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