@squidking_
Daniel Rice
MULTIMEDIA CREATOR
Highly experienced digital artist specializing in several fields. My animation, illustration, musical arrangement, voice acting, editing and graphic design work can all be found in my portfolio below. I can fill any gap in your project, and I'm happy to work directly with you on iterating and perfecting your commission.
ABOUT THE ARTIST
Welcome to the complete artistic portfolio of Daniel Rice (me).I am currently completing my Animation BFA at Point Park University, with a minor in Computer Science. My history with creating digital art is a long one, as I've been honing my craft since 2015. I've always loved the idea of being able to express my ideas to the fullest, and striving to be the full package creatively. My early interests in animation, music and game design led me to learning any software I could get my hands on, and shaping me into the multifaceted creative I am today. While I am proficient in both 3D, 2D Rigged and Stop-Motion animation, my medium of choice has always been 2D hand-drawn. I pride myself on my range as an artist, striving to both seamlessly adapt to the style a project needs, as well as push my own voice through my personal work to create something distinctly my own.

I have several projects in the works, the most developed of which you'll find many instances of in my portfolio.
SomeWhere In Between is an animated series I am currently developing for full studio production, cataloguing the adventures of a rag-tag team of superheroes and the strange city they live in, known as Between. Please stay tuned for more information.
(P.S: If the background of the website appears to just be a play button instead of a video, you may need to disable low power mode on your device to see the site in full effect.)
(P.P.S: If you were wondering, the name SquidKing comes from an old Minecraft username, named after the Squid entities in the game. This was one of my first online handles, and it just stuck for the past decade and then some. It's got a nice ring to it.)
Contact
Got a question?
Looking for a quote on a commission? Wondering about something specific I can do for your project? Anything you need, reach out via the box below or via email at [email protected].
DONE!
Message Sent!
Thank you for reaching out. I will respond at the soonest opportunity, and I look forward to working with you.

MY SOCIALS:

ANIMATION
A collection of my 2D hand-drawn, 2D rigged, 3D, and Stop Motion animation. Softwares used include Toon Boom Harmony, Paint Tool SAI, Rebelle, Autodesk Maya, Blender, Adobe After Effects, and Sony Vegas. (Motion Graphics can be found in the Graphic Design & Motion Graphics section)
SomeWhere in Between - Paper Demo
Digital Design final featuring Team Between chasing down some commotion in the center of town. The stylistic approach centered around the feel of physical materials; paper textures, markers and printing dots all featured throughout.2D animation done in Toon Boom Harmony, compositing done in Adobe After Effects, and edited in Sony Vegas.
Wizard Tech Support
Compositing + effects practice, in the form of a small short about mystical technical assistance.2D animation done in Toon Boom Harmony, and edited in Sony Vegas.
SomeWhere In Between - Rigged Animation Test.
Practicing with building 2D rigs that look like hand-drawn, as well as compositing and lighting. The audio for this lipsync is from the TV series Atlanta Season 2, Episode 1.Rig assets created in Paint Tool SAI, rigged using Adobe After Effects, and edited in Sony Vegas.
HABANERA - Short Film
Short film produced by myself and my group partner Sarah (@whiterwse) for the Pittsburgh Opera Community Animation Project. We chose Habanera from the opera Carmen, where the titular Carmen laments her suitors lack of true passion for wild love. Our group tackled this quite literally, making portrayals of the characters in Looney Tunes-esque hijinx on a construction site, chasing romance. The environment was modeled by Sarah and lit by me, with the 2D sequences being split between the two of us. I then took the sequences and composited them into the 3D scene and set up the camera movements.2D animation done in Toon Boom Harmony, composited and lit in Blender, with final edits done in Sony Vegas.
Truck Loop Animation
Short loop of truck driving across a bridge at sunset, with a little robot riding in its trunk. Done as a test of handpainted backgrounds, as well as some compositing effects. Character and setting from my game project, Island in the Sky.2D animation done in Toon Boom Harmony, backgrounds painted in Rebelle, and edited with Sony Vegas.
FoodFighters™ - Short Film
Short film created as a final for my stop-motion class, involving a deli, gunpoint robbery, and the poor delivery boy caught between it all. One of my more experimental pieces, it blends claymation armature animation, 2D paper-like animation, composited into 3D backgrounds.2D animation done in Krita, stop-motion shot in Dragonframe, 3D backgrounds rendered in Maya and edited with Sony Vegas.
Cave Story - 20 Year Anniversary
Short animation to commemorate 20 years since the original release of 2004 indie game classic Cave Story, by Daisuke Amaya. It's one of the most important games to me, and was a big part of my childhood, so I wanted to make something in honor of the anniversary.2D Animation done in Toon Boom Harmony, editing done with Sony Vegas.
Rigged Character Lip-Sync
Project for my Classical Animation II class, in which we were tasked with creating and puppeting our own 2D character rigs to a lipsync audio of our choice. The audio I chose comes from the English dub of Kiki's Delivery Service, as I felt the mood of the scene fit the character I was animating (Penny from my game, Island in the Sky).2D Rig and Animation done in Toon Boom Harmony, editing done with Sony Vegas.
11 Second Club Lip-Sync (February 2026)
Character animation using audio from February's monthly 11 Second Club audio. The focus of this assignment was on the character acting, and doing more than just a static shot with mouth movements. Our biggest advice was to create a scene out of it, and I feel like I stuck to that quite well.2D Animation done in Toon Boom Harmony, editing done with Sony Vegas.
Character Animation - Laughing
This assignment involved choosing an audio clip of any laugh we could find, and trying to embody the personality of it with a character's performance. I chose a classic Vine audio, and for my charater I chose2D Animation done in Toon Boom Harmony, editing done with Sony Vegas.
ILLUSTRATION
A collection of my still pieces, with a range of character designs and digital illustrations created in Paint Tool SAI, watercolor and oil paint simulations done in Rebelle, as well as physical mediums like charcoal and graphite. To view at full scale, click on the image in the gallery.
— SomeWhere In Between - visual development —
Visual Development Pitch Collection
Several artworks created as a part of a visual development pitch for my show project, SomeWhere In Between. The requirements for this pitch was as follows: one fully rendered piece of concept art, almost as if it were a screenshot of the show, then four sample backgrounds (two interior, two exterior) and two character turnarounds (pictured below).
MUSIC
A catalogue of my compositions throughout the years, with styles spanning chiptune, orchestral, hip-hop, and more.
All pieces were produced in FL Studio.
(For mobile users, select "Listen in Browser" or use the Request Desktop Site feature in your browser.)
Chiptune
— Island in the Sky - beta soundtrack —
i. Island In The Sky (Title Theme)
Title track for my indie MetroidVania project, Island in the Sky, inspired by chiptune games of the 8 and 16-bit era. The game and its soundtrack take heavy inspiration from the 2004 indie hit Cave Story, following the plot of an war robot with no memories marooned on the Terramancer, a massive biomechanical airship stuck flying far above the clouds to avoid another attack. You, as this robot, quest to save the island's inhabitants from isolation.
ii. Overgrowth
Ambience...the desolate, overgrown robot rests inactive on the hillside of Heaven's Meadow, as a soft breeze grazes the roots that have claimed its mechanical body. A small bird lands to investigate, when suddenly - a spark! The husk kicks to life for the first time in 400 years, in a place it has no memory of.
(Fun Fact - This was originally the title theme, until a friend pointed out to me that it needed to be more recognizable. I realize now it works far better as an overworld theme.)


iii. Winded Soul
A strange old man, Jericho, finds you wandering about the area you woke up. He's a bit of a jokester with a few marbles loose, but he's clearly been around this island for quite some time. He guides you around Heaven's Meadow, not seeming to fear you as a war machine.
Jericho's motif is introduced here.
iv. Breezy Summit
Jericho brings you to his village of survivors on the surface. A small settlement surrounding the Sky Spire, the elevator entrance to the lower decks of the ship. They all are much less welcoming to your, admittedly, terrifying presence, but with your help solving their problems, they begin to accept you.
v. Watching Clouds Go By
Jericho takes you to an isolated part of his village, two lawn chairs overlooking the sea of clouds below. He has a heart-to-heart with you about the beliefs held by the island's residents; that due to their history, they won't be as accepting as he was. The Prophecy, a war-hungry technofaction that dominates the earth below, left quite an impact when they first attacked the island all those years ago. He reassures you, though, that with enough courage, and enough compassion, you can truly change things for the better.
vi. Below the Surface
Entering the small freight elevator of the Sky Spire, Jericho tells you it's "nothing special" before you both descend. As you reach the bottom, you begin to realize the scope of life on this island. Tens becoming hundreds of house lights, darting by you as the cart plummets. The rock and earth to the elevators side begin to widen, revealing a collosal underground city. This isn't the small village you knew before, this is an entire civilization down here. As the elevator finally reaches the bottom, Jericho reaffirms you: "See, told ya'. Nothing special, heh heh..."
The Celeron City motif is teased here.
vii. Sunny Day in Celeron
The bustling city of Celeron stands before you, a futuristic metropolis with stalks and vines grown over floating buildings, mechanical platforms and several enormous windows letting the sun shine through. When you first show up via the elevator, its residents are understandably running and hiding in fear that the soldiers have returned. However, as you spend time solving their problems, the music you hear evolves closer and closer to Celeron's full theme. The four levels of the theme are shown here, spanning from your first arrival to your complete restoration of the city.
vii. Rainy Day in Celeron
An alternate track for Celeron which plays during the slightly rarer rain event in the city. Not unlike the veggie misters at the grocery store, the ship unloads extra moisture from the outside storms by misting it through the ship. This calms down the atmosphere and reflects a quieter, more peaceful piece of the city.
Celeron City RESTORED!
This is the fanfare for when Celeron's greatest problem, the large plant monster buried deep within the power supply of the city, is finally vanquished. The citizens rejoice, finally accepting and understanding your kindness, and the final level of vii. Sunny Day in Celeron is unlocked.
viii. Insider Information
Jericho takes you to meet his brother, Ramallah, the Overseer of the ship. He's a bit of a nervous wreck due to the pressure that comes with piloting the ship and keeping its residents safe, so the sight of a war robot back from the dead is more than enough to send him into shock. Luckily, with Jericho's convincing, he entrusts you with the repair of several issues on board, the most important of which being the recent decline of energy pumped from the ship's power supply. The core mineral supplying that immense power, Machinite, was discovered by the ship's creator Edwin Machina long ago, and its radioactive properties have begun to emerge, turning organic lifeforms first into wild beasts, then with enough exposure, into stone.
ix. The Northbrooke Residence
After being bot-napped from the Overseer's office by a mysterious figure, you regain composure in a small shack on the outskirts of town. An eclectic, fiery-haired mechanic greets you as she geeks out over your "antique" parts. She introduces herself as Penny Northbrooke, and unlike the other residents of the town, she is completely infatuated with your presence. She lives with her little sister Piper, a monster-obsessed ball of energy with a small patch of dragon-scale mutation from accidental exposure to Machinite, as well as her somewhat dissociated father Peter. She serves as your skill-tree, with your collection of scraps allowing her to upgrade you with new abilities.

x. CONFIDENCE
Before new major abilities are unlocked, Penny first puts your skills to the test. You must complete an obstacle course in the empty hangar she's turned into her lab, centered around only using that one ability, no primary fire or extra tools. The monsters you fight in these challenges are all hand-crafted puppets courtesy of Piper, given mechanical endoskeletons by Penny. Once completed, you can add the new ability you've mastered to your regular lineup.
Penny's motif is introduced here.
xi. ARROGANCE
Much later, under threat of an attack by the Prophecy, Celeron is in danger. Residents are evacuating, and Penny forms a plan to escape the island with just you and her family, leaving the rest of its citizens to their own fate. She insists that you must join her, and when you begin to push back against her for the first time, the pressure puts her over the edge. She readies herself for battle, and you're forced to fight with none of the abilities or upgrades she has granted you. Instead, she uses those abilities against you in an all-out street brawl. The traditional game-esque song from the training challenges transforms into a distorted and aggressive club-inspired battle theme.

The Flow of Time
A mysterious and tricky renegade known as the Timekeeper was hired via contract to come hunt you down and thwart the island's plans. He's more in it for the fun however, and uses the battle as a way to see if you're worth the bounty price. His boss fight revolves around his use of time travel to both escape and attack, with the frequency of time jumps increasing as the battle goes on. He eventually decides he likes you, loosely supporting the resistance against the prophecy.
Stinging Eyes
Boss theme for a large, gas based Prophecy robot, who you fight inside of the island's colossal air tunnel and use the directional airways to defeat. Title inspired by Burning Eyes from the Cave Story OST.
xii. RESONANCE
(Story Spoilers Ahead.)
xiii. Ebb Tide
(Story Spoilers Ahead.)
Cornered
Standard mid-boss battle theme, used for enemies without their own distinct theme. Reuses the second section melody from the title theme, to establish a motif that represents battle or conflict.
Back On Your Feet, Bot!
Game Over theme, heavily inspired by the Cave Story (Wii) game over.
*(Fun fact, this song is the earliest of mine to make it on the soundtrack, being produced 2 years before formulated the idea of Island in the Sky. It uses several instruments that I would end up using all over the Island OST so it fit right in.

Moon Light Dance
Theme music for a later city in the game, known as Litehaven. This rich, upscale enclave is covered in neon lights, large spotlight beams, and at its entrance lies the bombastic Starscraper Casino. The city prides itself on light, and believes itself to be the superior township on the island.
Uncomfortable Silence
After making it back to the island with Penny, the morale among the resistance is at an all-time low. Piper is gone. Many residents are either gone or missing. Thousands of homes are in shambles. Our group of freedom fighters knows they have to pull through, but the way forward is more clouded than ever.
'Mancer Market
Shop theme for a humble deli shop near the cliffs of Celeron City, selling made-to-order meals, produce, and expired lottery tickets. Hey, they're still fun to scratch!
At Your Convenience
Shop theme for an upscale convinience store in Litehaven, complete with mirror-polished floors and the fresh smell of corporate lavander.

HARDWARE.FAIL
Cornering you on the outer bridge of the ship leading to Command Central, the leader of the Prophecy, Zarathustra, sends an fleet of superior war robots to ensure you stay down. Your emergency systems blare, sparks fly from your joints, every trace and contact on every PCB in your body begs for release. With what little power is left in you, you just have to keep running. You have to keep fighting.
Sonnet of the Sky
The majestic biomechanical beast splits through the sea of clouds, reuniting with the earth below for the first time in centuries.
Limit Breaker
(Story Spoilers Ahead.)
— The Veil - Soundtrack contributions —
I was brought on to this indie RPG project by a friend of mine to help fill out the soundtrack, as well as reenforcing the motifs introduced previously on the soundtrack. The main melodic ideas I was told to hone in on come from the title track of the game, produced by the Veil sound team (featured below with a brief synopsis).

"You are The Hero, one of eight champions chosen by the church to cross through The Veil, transporting you another realm known as Athema, with a mission to slay the Dungeon Queen. Conquer this dimension by battling through dangerous lands, raiding the monster strongholds, gathering resources and growing stronger! But at what seems to be your journey's end, you'll experience a shift in perspective. You might discover that the conflict between humans and monsters is far more complicated than it first appears, leading to completely new styles of gameplay and revelations that challenge everything you've been fighting for. This roguelike RPG leans heavily into your expectations of the genre, and isn't afraid to completely turn them on their head."
I was tasked specifically with several different song prompts, namely the main battle theme (Glory to Anathema), some character-specific tracks for Locke (a conquistadore werewolf), as well as the game over (Fallen Soul). Other tracks were me just trying to spitball with loose ideas and seeing if something stuck, including Stained Glass Shards, which ended up becoming the final boss theme. I am incredibly satisfied with how all of these came out, with a few I consider to be among my best work.
— Miscellaneous —
Rosebed
Light, twinkly, RPG title screen or village theme.
OKですか?
Inspired by the Earthbound / Mother series' soundtrack, specifically the character naming sequence from the start of each game.
MindSettings
Settings music. Specifically inspired by the Nintendo DS and 3DS era.
Dating Start! - Undertale (Cover)
Swing cover/remix of Dating Start! by Toby Fox.
Hot Breeze
Technically made for a game a friend is working on, but more as just a proof of concept to build out the world. The inspiration was a blend of Miami Vice with its '80s synths, and '90s racing games like Ridge Racer.
Changed For The Better
Blend of chiptune synths and vocal sample plugins.
Studio Instrumental
— SomeWhere In Between - Original Soundtrack —
Somewhere In Between Theme - No City Stranger
Opening theme for the show, with an opening animation of our heroes, Team Between, solving various problems around the city.
Flood Warning (Hydro's Theme)
Character theme for one of our heroes, Hydro Jenson. His musical identity is made up of keyed instruments and heavy chorus effects, both of which are featured throughout this track, representing his water-based abilities. This track is heavily inspired by Yugo Kanno's character themes from the David Productions adaptation of JoJo's Bizarre Adventure.
Paranormal Activity (Cory's Theme)
Character theme for another one of our heroes, Cory Porialus. His musical identity is made up of breakbeat drums and heavy distortion, both of which are used throughout the track. This track is a stylistic mix between Jungle and Chiptune, both representing Cory's personality.
Ossified Resolve (Grayson's Theme)
Character theme for Grayson Skullworth, our final hero. His musical identity is made up of classical bass and strings, which are used throughout the track. This track takes after a lot of mid-2010's electro-swing, which was unintentional when I was first composing it but I ended up leaning more into it as the process went on.
VIRTUAL CERTAINTY - [TECHNOMANCER Theme]
Character theme for the TECHNOMANCER, a mysterious foe with unexplainably powerful machinery. After reports of a hooded rogue with questionable morals, Team Between has been trying to follow it for weeks.
THAT'S WHAT THEY'D LIKE TO THINK.
Or, is it following them...?
— Orchestral / Big Band —
Here you will find an album of my major orchestral and Big Band pieces from throughout the years. Some lean more into classical orchestration, while others blend elements of jazz fusion into the Big Band style.
— MISCELLANEOUS —
This is essentially just a collection of songs that I didn't feel fit anywhere else. They are still pretty cool though.
Pick Me Up (Future Funk)
Experimenting with the future funk genre here for a short demo from 2023.
Jewel (Overture Piano)
This is a short, fluttery jazz piano score for a short film of the same name, meant to feel like the process of getting ready. After a while, the song begins to detune and distort matching the events as they become somewhat unnerving.
Fractured Expectations (Breakbeat / Orchestral)
This was a demo for how I could blend breakbeat/jungle with orchestral instruments.
Supernova (Progressive Rock)
An homage to one of the '70s and '80s most ephemeral genres, this track takes heavy inspiration from the likes of Emerson, Lake & Palmer, Rush, and Frank Zappa. Created by myself on keys and my friend Petey on bass.
HIP HOP
Almost all beats are still up for sale, send a message through the Contact tab.
— Modern / Trap —
[FIGHT!]
Atmospheric/night-time, trap inspired, steady slower tempo, synth focused, arcade sample.August, 2022
TWILIGHT CITY
Slow/melancholic, trap-esque, with talking samples.August, 2022
ACCELERATE
Fast, high energy, Trippie Redd/Carti inspired, synth heavy stack.June, 2022
Cold Night Air
Laid-back, introspective, Japanese pop sample, J. Cole inspired.October, 2022
FUNDAMENTAL
Chill/Atmospheric, simple loop, trap inspired.July, 2022
— '90s / classic —
3:52AM
Chill, '90s-esque, simple sample flip, solid groove.April, 2021
watermelon soda
Relaxing, '90s-esque, nostalgic, sample heavy.July, 2021
GOODMAN
Jay-Z type '90s beat with some boom-bap elements, classy, soulful, sample chop.October, 2023
EXACTAMUNDO
Classic '90s Boom-Bap style, Godfather sample with brass hits.June, 2023
— R&B, D&B, experimental—
LOCK-STEP-BREAK!
Hideki Naganuma inspired Electronic/Funk/Hip Hop, fast paced, breakbeat, heavy synth and sample usage.November, 2023
A BIT LAVISH
Mellow tempo, luxury feel, catchy lead melody, Ridge Racer sample.August, 2022
ADRENA LINE (demo)
Fast hardstyle-esque, aggressive/distorted, heavy synth and bass. Mix is in a bit of a rough state and it is not arranged past the main hook. If you'd like it extended + mastered, please reach out.August, 2022
mindless
Lo-fi, vocal stack, slower tempo, synth focused.June, 2023
GRAPHIC
DESIGN
— IMAGE COLLECTION—
My still-image portfolio of logos, graphics and promotional designs created for my own personal projects as well as commisions. Created using Adobe Illustrator and Paint Tool SAI.
MOTION
GRAPHICS
— VIDEO COLLECTION—
My video portfolio of motion design and animated graphics, in both 2D and 3D, suited for promotional material and advertisements. Created using Adobe After Effects and Cinema 4D.
GRAPHIC DESIGN
— EVER GREEN - Design Collection —
Showcase of several assets I created for the band EVER GREEN. Included are several logos, shirt designs, and stage backgrounds.
— Late Night S'NEWS - Logo Redux —
— RYAN RICE REAL ESTATE / RICE REALTY GROUP —
These logos were created as a commission for a relative of mine's business, iterating on several different designs and business names.
— Personal collection —
These are the logos I have created for my own personal projects.
MOTION GRAPHICS
Note: Video quality may not be set to 1080p by default. Use the settings icon in the corner of the playback window to enjoy in the highest fidelity.
Coca Cola Advertisement - Paper
This assignment was an emulation of client work with Coca-Cola, creating a new advertisement using their guidelines, such as color palette, video length, and the slogan being "Unleash the real magic." The style and content was up to us to create multiple ideas and storyboards for, and with one approved, fully commit to creating. I chose a 2.5D papercraft style using lots of physical print textures, with the concept of your beverage selection being factory-crafted behind the door of the vending machine.Created with Adobe After Effects, Toon Boom Harmony and Paint Tool SAI.
Travel Advertisement - Beijing
The goal of this 2D project was to create a simple, eyecatching visual to represent a city of our choosing. Acting as a tourist advertisement, we needed to feature the name of the city, any of its unique landmarks or features, a set color palette and a URL for more information. I chose the city of Beijing, focusing on the city's vast urban development fused with its centuries-old landscapes and monuments.Created with Adobe Illustrator and After Effects.
USPS Advertisement - Blueprint
For this 3D project, we were tasked with creating an ad for any delivery organization, and I went with the United States Postal Service. I felt the iconic look of their trucks and logo would translate well into stylized 3D, and after a lot of material work, I was correct. The project entailed land and buildings appearing as the truck drives, concluding with an end-tag, logo and website.Created with Autodesk Maya, Adobe Substance Painter, and Sony Vegas.
Stylized Pinball Machine
This 2D project revolved around creating a playable-looking pinball recreation in After Effects. The style and theming were entirely up to us, but the important factors to consider were the physics and timing of all the different elements, especially the ball and the loop from end to start. Sounds, lights, scaling, everything was important to creating the maximalist feel of a real pinball machine. The style I chose was old Windows XP computers, forming a board from the desktop and using the UI elements as my bumpers. My main focus was on the general feel of the animation from start to finish; I wanted every bit to feel satisfying and nostalgic, every time you watch it.Created with Adobe After Effects and Paint Tool SAI.
Pittsburgh Penguins - Noise Prompt
During a summer internship program with the Pittsburgh Penguins hockey team, I alongside the other interns were tasked with creating graphics for the Jumbotron in their stadium, to prompt the audience to get loud. This was the product of a week of iteration with the Penguins Motion Graphics Team.Created with Adobe After Effects.
Control Panel - Cinema 4D
The purpose of this 3D assignment was to adjust to the controls and layout of the program Cinema 4D, by creating a control panel with many complex buttons, levers, etc. I went with a retro-futurist look, utilizing old Windows 98 footage, a palette full of earth tones and plenty of bevelled edges.Created with Cinema 4D, Adobe Substance Painter, and Sony Vegas.
Shape Morph - Casino
This 2D assignment involved creating several stylized assets all under one particular theme, then morph from one shape to another with animated transitions. The goal was to make sure that each morph felt significant and connected, without it feeling like certain shapes come out of nowhere.Created with Adobe Illustrator and After Effects.
Rocket Parts Showcase
For this 3D assignment, our goal was to first create a render of the flight of a SpaceX rocket in 3D, then add graphic tags that identify the major parts in 2D, ending with a SpaceX tag. While I'm a NASA guy myself, this assignment did help me to push myself in a zone I hadn't explored much in 3D; using advanced effects and materials to achieve the realistic look of both the rocket and the outer space in which it resides.Created with Cinema 4D, Adobe Substance Painter and After Effects.
Travel Advertisement - Clay
This 3D final emulates client work once again, for a fictional company and app known as TravelToday. Our goal was to create an ad featuring use of the app, a specified color palette and and endtag with the URL and slogan. I went for a digital claymation approach, trying to get the physical materials and maleability to look just right.Created with Cinema 4D and Sony Vegas.
VIDEO EDITING
A catalogue of my video productions throughout the years, including my own personal projects as well as edits I've done on commission. All created using Sony Vegas and Adobe After Effects.
Note: Video quality may not be set to 1080p by default. Use the icon in the corner of the playback window to enjoy in the highest fidelity.
Late Night S'News - ScumSeekers
Skit for the comedy show Late Night S'News on UView Television. Edited in the style of 2000's reality TV.Created using After Effects and Sony Vegas.
Late Night S'News - Snewsy, Snewsman & Snewsberg: Attorneys at Law
Skit for the comedy show Late Night S'News on UView Television. Edited in the style of poorly made infomercials, especially those of the show Better Call Saul.Edited using Sony Vegas.
Late Night S'News - Resident Email
Skit for the comedy show Late Night S'News on UView Television. Edited in the style of a top down, tank controlled PS1-era game, and heavily inspired by the RESIDENT EVIL game franchise.Created using Adobe After Effects.
Late Night S'News - The Hunt for Bigfoot
Skit for the comedy show Late Night S'News on UView Television. Edited in the style of a found-footage documentary.Edited using Sony Vegas.
tots4thoughts - Episode 1 / Intro
Podcast created by myself, Evan Morgans and Frank Seitz, revolving around the consumption of tater tots. The premise being that once the tots are gone, the episode ends. Intro filmed using a cassette camcorder, and edited with that same vintage style in mind.Edited using Sony Vegas.
Overwatch Gameplay Highlights (Shortform)
Gameplay of the game Overwatch, layered with my friend group's comedic commentary for a shared YouTube channel. Edited in the style of TikTok highlight reels, using stylized captions and quick flashes of images to accentuate the humor and capture the best moments.Edited using Sony Vegas.
VOICE ACTING
A collection of my voice acting work, with a variety of character voices as well as narration. All recorded using FL Studio.
Narration - Homestuck Fandub
Recorded for a group fandub of the webcomic Homestuck, I was cast as several characters including the primary narrator of the comic. This is an edited version of my performance as the narrator, with visuals added for context.
> [ EAGER, ARE WE? ]
> [ YOU'RE A LITTLE EARLY. A TECHNICIAN'S WORK TAKES TIME AND DEDICATION.]























































