I am predominantly a musician. I typically work in the fields of jazz, improvised music, and electronica. You can listen to my solo music
here.
I am one half of left-field/ambient duo
Yard Nule.
I compose music in a more traditional sense sometimes too...
I am an experienced game artist working in 3D modelling, texturing, rigging, and animation. My current project is a virtual reality game called
'Spirit Lens'.
I write a lot and sometimes, it will arrange itself into poetry. You can read my collection 'Blueish'
here.

I like the idea of a 'quiet web' so I will occasionally post to my
blog.
[3D] N64 Flower Guide (April 2, 2025)
I have had a few people ask how about my blender work flow for creating retro-style assets.
today we will be looking at a basic flower/foliage workflow:
step 1: i create a 32x32px or 64x64px texture map like this in asesprite or anyimage editor,
(I like aseprite for its palette and tiling preview options)
step 2: In blender, i like to crush the image size to 16x16px because it looks cool.
note: if you are using blender 4 upwards, you want to set up your alpha channel with a 'greater than' node
for clean, video game style alpha-clipping.
step 3: set up some basic planes and map the uvs to the texture map like this
step 4: set up some very simple geometry, you could go more or less primitive if you want.
voila you are done! I love the sort of blurry impressionism you get from this approach
I will be posting more of these guides as work progresses on 'Spirit Lens'.
That's all for today! feel free to email me if you want any specifics!