JUSTIN STANLY PORTFOLIO
ARCHITECT | GAME DESIGNER | GAME ENVIRONMENT DESIGNER
Game Design graduate passionate in crafting visually stunning and emotionally resonant immersive game environments through design thinking, integration of aesthetics, functionality and technology and a strong commitment to pushing creative boundaries. JUSTIN STANLY +447460051130 / ar.justinstanly@gmail.com
EDUCATION
Masters in Serious Games & Virtual Reality
Glasgow School of Arts, University of Glasgow, 2022-2023
Core subjects - Serious Games Research, Design, Development & Implementation , HCI and Virtual & Augmented Reality
Bachelor in Architecture
National Institute of Technology Patna, India 2010-2015
Core subjects - Architectural design and practice, Culture and Architectural History, Building technologies, Visual communication, Basic Design, Anthropometry, Ergonomics and 3D development.
PROFESSIONAL EXPERIENCE
Architect / Visualiser
Studio Tropical Being, Kochi , India
• Worked in close association with several design stakeholders effectively communicating and collaborating throughout the lifecycle of a large scale Architectural projects.
• Documented all design decisions and other project-related details, organising meetings, implementing changes at sites where required involving quick and prompt decision makings.
• Translated the design narrative and key spatial concepts into aesthetically powerful 2D visuals and graphics
• Worked closely with design teams to create high-quality 3D renderings and animations.
• Explored and developed new forms of spatial experiences and creative applications of VR/AR.
• Actively took part in conflict mediation and resolution over differing opinions, unexpected challenges and change in project direction by finding solutions and compromises that keeps the project on track and maintaining a positive working relationship with all the people involved in the project.
DODGE THE BALL
Dodge the Ball is a game designed for the Xbox Kinect motion-sensing device, that mirros the player’s movements on screen. It built on a simple rule - player should dodge the red balls and collect the blue balls. The point system is based on the time player stays in the game . For every blue ball collected there is extra score and for every red ball collided is a negative score. Game ends when the player collides with 3 red balls. This is a prototype for various physical fitness activities and exercises , where the balls can be placed at preffered locations to make the player move accordingly. The player can benefit from the gameplay and the physical exercise.
https://youtu.be/o8vBkdfYf64
Project Type : Individual Softwares Used : Unity 3D and Xbox Kinect Plugins
DIGITAL COMMON
An Immersive Serious Game, visualizing the Urban development of Govan Graving Dock, a significant historic site in Glasgow. The study was built on the hypothesis that building a virtual simulation of the proposed urban design in Govan Docks provides a more inclusive way for residents to understand the project. The central concepts on which the VR experience was planned to be pivoted were Presence, Scale, Freedom, and Control. The modeling was primarily done in 3DS Max and developed into a Game in Unity 3D. To test the hypothesis, a public survey was conducted where random residents of Glasgow City were allowed to visualize the design in VR and register the feedback. The result, without any doubts, demonstrated that VR is a better tool for aiding spatial cognition among common people. The larger intent of the project was to document the power and potential of VR as a tool of community empowerment and education in significant Urban planning and development projects.
Project Type : Individual Softwares Used : 3D Max, Unity 3D, Photoshop, Google Sketchup, AutoCAD , Visual Studio Code
https://youtu.be/b6YpDksRuNU
The intent of this VR model is to virtually showcase the urban spaces imagined by the makes it a highly powerful tool is the immersivity it provides into the virtual world. two features on which this design will put thrust is on Presence and Scale. Presence, space. It is of critical importance in architectural visualisation and it is the base of environment, the experience tends to be negative, unfulfilling and simply unviable itself with is the scale, i.e. bringing experience of all objects and elements of the world immersion by focusing on these two factors
The VR prototype was created for a highly contested urban heritage site of Glasgow assessed through user surveys. The results clearly demonstrated that immersive VR static counterparts - 3D render and 2D drawings. However, these ensured benefits are which could be considered as one of the major hurdles in the widespread use of this of Using immersive VR Model in aiding spatial visualisation and public participation spatial cognition, contextual feedback and improved user experience and motivation. user-friendliness. However, this researcher only dealt with use of VR in stakeholder aiding design , supporting construction, safety and construction training.
the planners and architects , for the communities. An important feature of VR which world. However, as a prototype specifically engaged with the Architectural visualisation, Presence, in this context, could be defined as the feeling that one is truly inside the virtual of experience. When this aspect of presence is lost or absent within the rendered for the architectural practice (Mealy, 2018) Another factor this prototype concerns world in real- life scale.This project will try to enhance the experience of the spatial
Glasgow Govan Graving Docks and its effectiveness against the other normative tools was VR Models facilitate better spatial cognition and increase user motivations that its are overshadowed by the increased effort required from the user and developer end, this tool in the AEC industry This study well indicates the main benefits and challenges within Urban development & AEC industry. The benefits were summarised as better motivation. Whereas the limitations identified were high effort and investment and limited stakeholder engagement , whereas further studies can explore its potential and possibilities in
SHOOK
The game was designed to impart earthquake awareness and preparedness among players in light of the Turkey Earthquake 2023. The game follows a narrative where the player is put in an earthquake simulation game and has to find safe spots to escape before the timer hits the end game. During this period, the player is informed about the dos and don’ts in the event of an earthquake and the immediate measures to take. The player is also required to rescue a pet dog that has run away by navigating through safe zones, taking the dog to the evacuation zone, and finally getting rescued.
The player should feel cautious of the environment and aware of its people & situations which may arise. As a result the player may learn about the appropriate steps to manage situations without inflicting injury or fatality. The player should feel some form of attachment to the main character, being set in a similar environment.
The game follows a young person who has survived an earthquake featuring themes of destruction, emergency, community and survival. The whole environment was set up in a waterfront communtiy and the player has to manouver through the challenges put forth by the game and manage to understand and learn the procedures to be followed during an emergency.
https://youtu.be/AdvQ-nZpXc0
Project Type : Group Responsiblities : Level Designs, Asset Creation, Player Interactions Softwares Used : 3D max, Unity 3D, Photoshop, Visual Studio Code
The music & sound design is simple and naturalistic, at times blending diegetic and non-diegetic sound. The tone shifts from the ambient sounds of everyday to distinctly disorienting, sparse arrangements, with stilted instrumentation, avoiding dramatisation or sensationalization.. Each zone or activity has a simple theme guiding the player in an open world setting from area to area. The final track is a reflection of what was lost, not complete resolution. Sound design facilitates seamless transitions between areas in a semi-open world. The sounds used reflects the sparse a minimal ethos of the soundtrack, utilising moments of relative silence to add intensity to important moments.
Design Pillars: Message-driven, situational open world with a focus on player agency.
Thematic Setting: Reality based simulation. Live in a normal world then come around to it being in ruins.
Story Board
level design Ideations
CARBON BARGAIN
Project Type : Group
Responsiblities : Layout of cards, Gameplay setting & strategies
Softwares Used : Figma, Photoshop, Adobe Indesign
The game is built to create awareness amongst the younger crowd about carbon emissions and the problems related to excessive carbon emissions. The game focuses on making an economy-generating organization, building necessary infrastructure, and reducing carbon emissions. Also, the game intends to educate the player to do carbon trading with fellow players in exchange for resources, pointing out the significance of alliances and coperation between team players for a sustainable environment.
One of the easiest learning mechanics is repeat. So Repetition becomes the core mechanic of the learning loop. Since the winning condition of Carbar is zeroing out the carbon indicator, players will clearly understand how the different countries worldwide solve the Carbon Neutrality agenda.
Through Repetition, in order to achieve the winning, players will continually tend to use the cards which reduce carbon indicators. During this process they will read the intros and learn what kinds of productivity and policies cards are ecofriendly. Of course, since players act as countries in different situations, which means players have different productivity and carbon indicators in the beginning, so grow the productivity and reduce the carbon indicators become their Responsibility, for example using the Carbon Emissions Tax, in order to reduce the carbon indicators but also decrease some productivity points.
This is also a Simulation to real-world politics and diplomacy. Players will understand why real-world countries will close some factories, transfer some industries to other regions and sign agreements for carbon emissions. Meanwhile, for the sake of their future carbon benefits, some players may use high carbon emission productivity cards. On the other hand, players may use cards like Special Operation to stop other countries’ actions.
THERIANTHROP E
As part of the elective Digital Sculpting through Z Brush, two projects were undertaken one with a reference object and the second was sculpted from scratch. Basic Sculpting, texturing, poly painitng, detailing, lighting, rendering and basic modelling and brush technuques were understood. The trials were done on the model provided and the model of the Therianthrop was sculptured. The character was modelled with details including nails, teeth and hair. Various texturing techniques were used for skin textures
https://youtu.be/fDbvHCfPaXI
Project Type : Individual Softwares Used : Z Bursh, Adobe Photoshop
3D RENDERS
Hyper-realistic imagery is highly valued for marketing and promoting architectural projects and also in architecture competitions.Such hyper-realistic renders an instrument to assist architects in their design process, Images can targeting the general public to provide a better understanding of architecture and they are certainly a visually appealing way to attract clients.
These hyper realisitc renders are used for client presentations at the intitial stages of the design development. Models are developed in Google Sketchup and rendering are done in Lumion / Vray. There is a signfiicant amount of effort done in material application & lighting. Post production work is done in Photoshop.
Softwares Used : 3D max, Google SketchUp, Lumion, Adobe Photoshop
Hyper realistic render of Architectural projects
ILLUSTRATIONS
Architectural illustrations are Imagery that abstractly portray the details of an Architectural project or Archtiectural space. The convey complex concepts or spatial ideas in graphical form ( mostly in typically two-dimensional form as shown here). These images are used to communicate design ideas to clients, owners, committees, customers, and the general public.
Softwares Used : 3D max, SketchUp, Lumion, Photoshop,
Sectional Render and Illustration
Illustration of the Panna Meeta Stepwell.
LOGO DESIGN
The studio named Studio Tropical being is inspired from two factors. The sense of being and tropical architecture. The two is depicted as a combination of a tropical plant which gives a sense of existence and life and the contours in the background shows the sites to interact with. A hidden detail which is the initials of the name Tropical Being (tb) is formed as the leaves of the tropical plant. The logo is kept monotonous and simple without usage of any colours
Softwares Used : AutoCad, Photoshop
Pen and paper hand sketches
MODELS
Physical models making also prove to be a valuable resource for addressing problems, conducting experiments, and conveying concepts. They facilitate the swift visualization of ideas, thereby aiding in the establishment of consensus among all involved parties. Physical modeling for me is a effective visualization tools accessible to designers
Being an Architect, considerable amount of time during education & professional practice have been sent on the ‘making’ of things with hand. On the right is the exploration of building mass in POP, whereas on the top is the mould created by the hand impression. The model was cast in Cement and now used as an ash tray.
Materials Used : Plaster of Paris, Cement