Dawn of Defiance official trailer.
In my time at Traega Entertainment, I was the Lead UI Engineer on their upcoming OWSC title Dawn of Defiance, responsible for all UI implementation and backend, as well as input subsystems.
Some of my responsibilities on this project include: inventory management interactions, in-world indicators & prompts, menus & navigation, custom analog cursor-based focus rules, Slate class implementation, UI animations & sound direction, and more.
As more information about the game is released, I will update this page with additional examples of my work on the project. In the meantime, feel free to contact me directly for screenshots of my contributions.
On my indie game Hamster Blitz, I was responsible for all the physics-based animations of the hamsterball and projectiles, as well as authoring all the particle effects found throughout the game.
Some of these effects you can see in-game include cartoony squashing & stretching of the hamsterball based on velocity, dust particles when braking or taking tight turns, a flipbook-based dash animation, rotation of the hamster character inside the hamsterball, powerup and attack effects, and impact collision feedback.
To keep the game lightweight and performant, Hamster Blitz! is fully unlit and uses post-processed ambient occlusion to mimic the appearance of shaddows. The shader used throughout the game is a custom cel-shaded graph with normal-based animated outlines.
Hamster Blitz movement VFX.
I have been using various image editing suites for over 10 years. My application of choice is Paint.NET due to its flexibility and highly extensible plugin support, however I also have experience with Photoshop as well as Adobe Illustrator for vector graphics.
I've engaged my graphic design skills for UI art as both placeholder and final, sprite work, video assets, logos, album art, and other purposes that suit my various hobbies and experiments. I even designed a custom vinyl wrap for my electric guitar.
My tastes in graphic design and presentation tend to lean towards minimalism, favoring easy readability and thoughtful color theory over more complicated styles that may be demanding on file size.
My digital art software of choice is Procreate. I may not draw on the most consistent schedule, but when inspiration strikes me, I enjoy experimenting with different brushes and shading techniques. Artwork is one of the many ways I express my passion for franchises in entertainment, usually focusing on video game characters.
As you can see, I appreciate minimalism in art and seek to embrace the beauty of broad, smooth strokes and color theory. One of my inspirations in this field would be Sanrio, who have effectively mastered the art of simplistic character design and marketing. This makes digital art the primary bridge for my skills as an artist and as a designer.
Illustration of my character, obie.
I have industry-level audio engineering experience using and assisting with tools such as fmod & Wwise. On my indie title Hamster Blitz, I was responsible for many dynamic aspects of audio and sound mixing found throughout the game to compliment the overall hectic and cartoony vibe of the game. Examples include impact sound effects that are responsive to impact velocity, a customizable stereo-panning system based on camera direction and audio source distance, and synchronization of certain sound effects to the BPM of music.
On Traega's title Dawn of Defiance, I spent my brief time as an Audio Engineer assisting with implementation and offering up ideas to add flavor to the game's overall soundscape. For instance, orbiting the camera around the player character plays a stereoscopic wind wooshing effect based on velocity, dynamic variables on characters are updated upon being submerged in water to calculate "wetness", bodies of water also have reactive sound for impact velocity and size/depth of the water body, and similar treatment was given to overlap events for a large variety of foliage volumes as well.
As a musician and an avid fan of video game soundtracks, I occasionally enjoy composing my own music. Two of my favorite editing softwares for this hobby are Cockos REAPER and Propellerhead Reason. I composed the original soundtrack to my college game jam title "The Squirrel Is Not Enough". This soundtrack is majorly composed of raw waves like sines, sqares, and noise, and the instrumentation evolves dynamically based on the player's current in-game performance. I also wrote a few short pieces for transitionary segments in my indie title Hamster Blitz.
"Spin Street" (Original Song)
Combat Theme (dynamic)
Countdown Theme (dynamic)
"Spin Street" (Original Song)
Wave Complete!
Upgrade Time
In addition, I also enjoy mixing existing songs together to create mashups. This is one of my longest spanning hobbies, with my first mashups being produced around 2014. I am enthusiastic about the challenge of mixing together two or more different tracks into one cohesive whole, whether it be for artistic or comedic effect. You can find some of my mashup history on YouTube (obieOST) and more recently SoundCloud (obieFM).
The Squirrel Is Not Enough screenshot.
Sound design is always an interesting envdeavor that requires a thoughtful ear. Creating sounds that convey information to the player is only one piece of the larger puzzle - those sounds must also match the overall tone and theme of the project as a whole. For The Squirrel Is Not Enough, I used a program called Chiptone to generate combat and firearm sound effects using basic audio waves.
Pistol
Shotgun
Assault Rifle
Reload
Take Damage
The process behind Hamster Blitz was much more involved. The key to designing cartoony sounds is to never use the real-life equivalent sound of what is actually happening in-game, but to use an analog that represents the power and energy of that event instead. I was able to accomplish this using some clever processing techniques, such as taking only the wet part of a sound's reverb and pitch bending it, using flanger and chorus filters, and combining multiple different recordings to make a wholly new sound. For instance, the "dash" sound effect needed to sound swift but powerful, so I combined the sound of a vacuum cleaner powering down with that of an electric generator being revved up.
Dash
Pickup Health
Defeated
Slam Attack
Hamster Hurt
Rat Hurt
My electric guitar.
I have been playing guitar for over 15 years. It's one of if not my most favorite hobbies, and I enjoy recording covers as well as playing Rocksmith. I specialize in hard rock and heavy metal, and I have an elaborate pedalboard setup allowing me to perform a wide range of tonal quality across genres. I typically utilize Guitar Rig and iZotope Ozone as a crucial audio mastering step in my recording process.
I was able to contribute my performing & recording skills to the soundtrack of Hamster Blitz, for which I oversaw the musical direction and improvised on many of the guitar stems. Provided below are samples of the guitar recordings for the game's soundtrack, as well as the final mix composed by Daniel Whitworth. I've also attached a few of my guitar covers from my YouTube channel.
Hamster Blitz screenshot.
Guitar
Final mix
Guitar
Final mix
Guitar
Final mix
Guitar
Final mix
Guitar
Final mix
I've been fascinated with video games and the work that goes into handcrafting them for nearly my entire life. Some of my first exposure to game production was learning to code with BASIC on my Nintendo DSi.
2022, I graduated from Indiana University’s Media School with a Bachelor of Science Degree in Game Design and high distinction, specializing in UI & Audio. Since then, I've gone on to develop and assist in the development of a variety of personal, indie, and professional projects.
Communication and teamwork are two of my biggest strengths when it comes to collaboration. As I like to say, good games are not made in factories - they're made by teams of humans that understand what makes something fun and unique. I love games and I love making games, so I relish every opportunity to collaborate with other likeminded individuals.
October 2022 - April 2024
Unreal Engine 5. Designed UI systems and interfaces including frontend and backend using blueprint and C++.
Inventory management interfaces, HUD elements, in-world elements (health bars, interaction prompts, POIs), menus & navigation, server browser, user settings & input subsystems, realtime dynamic reverb calculations for PBR materials, impact/collision audio support for fluid bodies & foliage.
For samples of my work at Traega, please contact me directly.
August 2020 - April 2022
Unity Engine. Solo engineer for early-access co-op action platformer. Developed as a university capstone project.
Physics & game-feel, UI/UX art & implementation, sound processing & engineering, music mixing/mastering/recording, VFX & physics animations, systems/combat design, character design, texture art, shaders & post-processing, production assistance.
May 2020
Unity Engine. Solo engineer for a stylish rhythm game in which you shoot zombies in a nightclub to the beat of funk/disco music. Developed for a university game jam.
Synchronization of music playback to framerate based on elapsed samples, difficulty scaling and seamless section repeats based on a "strikes" system, custom shaders, UI/UX design & engineering.
December 2019
Construct 3. Solo engineer, composer, artist, and sound designer for a side-scrolling arcade platform shooter. Take control of a flying squirrel as you hop between walls shooting thugs with pistols, rifles, and shotguns. Developed as a university project.
Dynamic music evolves based on player's in-game performance, minimalist art style and basic sound waves harken back to 8-bit computer gaming.
Unfortunately, this title is no longer available to play.
Fill out the attached form to send me an email.
I am always checking my inbox, so expect a swift response. Please provide your full contact information and any additional details.
Email: simbark99@pm.me
LinkedIn: linkedin.com/in/simbark
Phone: (949) 363-3051
Email: simbark99@pm.me
LinkedIn: linkedin.com/in/simbark
Phone: (949) 363-3051
© 2024 Simon Barker | obie. All rights reserved.
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