Here's a sample of a Photoshop tutorial I would make. Since some of my technical writing experience is from writing bugs while under an NDA, I don't have a record of any of those bugs.
Photoshop tutorial
How to record an action.
1. Create a new document by selecting New from the File drop down menu or inputting Ctrl+N.
2. Input Alt+F9, Window>Actions, or nothing if the Actions Window is already open.
3. Click on the Create new action button at the bottom of the Action Window.
4. Click the Record button.
5. Do the things that you want to record in the specific order that needs to be done.
6. Click the Stop recording/playing button to save the action.
Your action is now completed. The action can be edited after it is completed.
EQ2 performance settings tutorial
I wrote this for other players in the Everquest 2 raiding guild I was in. The other players were complaining about not being able to see anything on screen while under the effects of the infravision vision effect. I wrote a tutorial explaining how to setup Everquest 2's performance options so that the players can see better while using the minimum amount of hardware resources.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Facebook: Lawren Miller
Media Gallery Guide pdf
Decreed Shenanigans board game pdf
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
Professional Skills
General: Able to focus for extended periods of time to achieve goals; capable of changing tasks quickly as the project
focus progresses; tolerant and understanding of different viewpoints and learning needs
Computer Skills: Microsoft Office Suite, HTML5, CSS3, Bootstrap, JavaScript, SQL, Adobe Photoshop,
Autodesk Maya, Adobe Dreamweaver, 3Ds Max, Zbrush, Unreal 3, Adobe After Effects, Adobe Premiere, Adobe
Audition, Adobe Creative Cloud
Specialized Coursework: Game development and design, 3D Animation, Storytelling, Technical Writing
Employment
Cognizant • Bothell, WA September 2020 – November 2023
Assistant Team Lead and SME (Contracted by Google)
Additional Experience
Game Designer, Self-Employed, September 2023 - November 2023
I created a board game using Berserk Games' Tabletop Simulator on Steam. The game is in the Steam Workshop. It is called Decreed Shenanigans.
Game description: Compete for points in a malleable environment with many ways to win and many ways to lose.
Players: 2 - 4+
The board in Table Simulator is setup for four players, but the game is flexible enough to allow any number of players to play. The game includes resource management and optional bluffing.
Google Graphic Designer Volunteer, Bothell, WA June 2018 - July 2018
Redesigned the logo for Queer Life Space as part of a GoogleServe project. final logo, early logo, concept logo
Prismal Dreams (Youtube) January 2016 - April 2017*
Education
Udemy September 2023 - December 2023
Studied Udemy PMP, Scrum Master Certification, AI Machine Learning, and Google Sheets automation courses.
W3Schools, Online Tutorials April 2016 - Present
HTML5,CSS,Bootstrap,Responsive Design
SoloLearn (Mobile Learning App) September 2016 – December 2017
Programming Language Certificates
JavaScript, Java, SQL
Bellevue College, Bellevue, WA September 2017 – January 2018
Technical Writing Certificate
Hot Yoga Experience, Redmond, WA September 2017 – November 2017
Yoga Teacher Training
RYT 200 Certification
Yoga Instruction
ITT Tech, Tukwila, WA November 2005 –April 2010
B.S. in Digital Entertainment and Game Design
Bellevue College, Bellevue, WA September 1999 – March 2002
A.A. in Digital Graphics and Animation
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
Logos for the non-profit organization Queer Life Space. My final logo design was approved from board members of QLS.
One of the first logo design from the inital brainstorming session.
Another of the designs from the inital brainstorming session.
,This was the first version of the final design. As you can see the imagery of a brain and a rainbow interested the board members the most.
This was an evolution of the inital design. Cloudy on the outside, with a LGBTQA safe place inside.
This is the final version of the logo. It simplifies the meaning of the logo which is to represent Queer Life Space as a safe place for LGBTQA individuals to talk.
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e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
These are my Prismal Dreams logos. My goal for these logos is to have them represent the major topics of the Prismal Dreams project.
Version 1
Love and hate, life and death. Orange for bold and cleverness. Purple for regal. Yellow for intelligence. Blue for serenity.
Version 2
Applying the values of version 1 to natural existence.
Version 3
Harmonizing the values of Evolution, Masculine, Feminine, Life, and Death.
Version 4
Visual simplification of version 3. I removed the gradients, blackened the eyes and nose of the skull in the center, and remade the line work.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
These are some of the banners that I made for G. Gordon Allen's many websites.www.gordonallen.org
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
Illustration for another story. A character from Prismal Dreams living as an astral knight for a once great king in a somewhat traditional medivel fantasy setting.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
This image was created entirely with Adobe Photoshop. I call it blue orb.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
Concept drawing. This is a scanned drawing of Frey Temple that is visited in Prismal Dreams. The temple is home to several mysterious beings who seem to know the future and the past.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
This is a pencil drawing of a peregrine falcon... hopefully.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
These drawings of Ivy are from me practicing different styles of coloring. Version 1
Version 2.
Version 3.
Version 4.
Version 5.
Version 6.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
This golem lost the fight, but at least it got to keep its arm in Episode 1
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
This the room that the Challengers would wait in for there turn to fight the Arena Champion in Episode 1
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
Maya Render. Using the blue orb image I decided to well... make a blue orb. Thus the name blue orb became ever more appropriate. 'Tis a basic sphere with one shader on it.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
This was created with just 3ds Max. A dark, water filled cave with rain and a sword lodged into the stone. The stone was rendered with a displacement map over the flat, low poly suface. It creates a much more pleasing rock look then trying to model every nook and cranny of the rock.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
This creature I lovingly named Dask. It likes to kill things.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
This photoshop created illustration is an advertisment for Prismal Dreams. Also the odd finger orientation is intentional.
Scanned concept sketch for a teaser illustration to advertise the story Prismal Dreams.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
This is a condensed version of the Matrix Trilogy. I spliced captured scenes together and added some music from known artists to compress the experience.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
3ds max render. This 3d model uses a normal map for all the dents. The Champion is the armored golem-like being you can find in the excerpt called arena in the stories section of this site. A variation of the male armor design in armors was used for the Champion.
Poly count is 3718 for champ and 306 for weapon. Tri count is 7428 for champ and 612 for weapon.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
Compete for points in a malleable environment with many ways to win and many ways to lose.
In Decreed Shenanigans, players take turns commanding their puppet(s) to carry out competitive actions against their opponent's puppets to earn points. Players can use their points to make their own changes to the playing field.
The first player to earn 15 points wins.
The players that lose command of their puppets also lose the game.
Decreed Shenanigans can be played with more than 4 players by adding setups for each of the additional players.
Notes:
Players have the option to bluff their commands.
There is a .pdf of the rules on the game table.
The default board is a 3x3 card grid, but you are welcome to setup the board in whichever card pattern you want to.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
The poster for a game I was working on called Bonfire.
The idea behind it was to inspire creative
thinking through combinations, experimentation, and blending.
A competition of creative and decisive actions.
It is sport-like in nature that favors tactics and choices over damage per turn.
Bonfire Rules
Players: 2-5(1-4 characters per player)
Pieces: 20 characters, 104 skill cards, 45 water tiles, 45 magma tiles, 118 land blocks, 48 walls, 40 counters, a 20-sided die, 1 game board
Setup: Players begin by using tiles and land blocks to create the terrain of the playing field. If there are any arguments, then either roll a die to solve the arguements, or work it out respectfully between each other. Each player then picks from 1 to 3 characters that they will command on the playing field. Players then pick the 1 to 3 skill sets that they will use for the duration of the game based on the number of characters chosen.
If 3 characters are picked, then get 1 skill set.
If 2 characters are picked, then get 2 skill sets.
If 1 character is picked, then get 3 skill sets.
Decide amongst each other how you will take turns.
Gameplay: Each player moves their character(s) up to 6 spaces(split between any number of their characters)and then commands 1 of their characters to use 1 skill card(technique). If a player uses a technique on an opponent's character(s), then the targeted character(s) may use a technique to defend itself with. Skill cards(techniques) are resuable. If two different techniques affect the same target, then the technique with greater power wins. If the competing powers are equal, then those techniques don't take effect. For example: If two 20 power techniques and an 8 power technique all affect the same space(s), then the 20 power techniques would cancel each other out and the 8 power technique would take effect.
Struggle: If one character lands on another character's space while moving, then a struggle will ensue. Each participating player rolls a 20-sided die. The highest roll wins the struggle. The winner gets to move the loser's character one space away, and then have the winning character use one skill card(techniques) to finish the struggle.
Skill card legend:
Single = effects one target
Area = effects an area(number equals the radius in spaces of the area that the technique will effect)
Line = effects the indicated number of spaces in the player's chosen direction)
Column = effects the indicated number of vertical spaces at a single space
Trace = similar to Line, but the player controls the path that the technique takes. The path doesn't have to be linear.
Range is the number of spaces away from the character that the technique can be used.
Power refers to priority of the technique you are using. A larger the number overpowers a smaller number.
Physical techniques have a black and white background, while the Magical techniques have a multi-colored background.
Objective: First player to earn 20 points wins the game. Alternatively, the player with the most points at the end of 20 turns wins the game. Points are obtained by completing Acts.
Acts: Using a technique to create a certain situation is called an Act. Different Acts can give the player a different amount of points.
Gain 1 point if this Act occurs:
KO of an opponent's character by you.
Steal something from an opponent's character.
Gain 2 points if these Acts occur:
catching a thrown item.
capturing a character(a character can only be captured if it has a dark or light conversion on it).
Lose 2 points if these Acts occur:
KO of one of your characters.
Steal from one of your own characters.
immobilizing one of you own characters.
capturing one of your own characters.
Point-based techniques: There are also some universal techniques that cost point(s). You cannot gain points using these techniques, even if they qualify for one. Multiple points can be spent to multiply the effects of the technique. For example: A player can spend 2 points on a 1 point technique to double the effects of the technique.
Techniques that cost 1 point are:
Negate 1 state on any 1 character.
Move 1 character 1 space away from the water, magma, or hole that they are currently placed in.
Terrain: Special pieces that are placed on the game board that enable unique effects to characters and techniques.
Water: If a character lands on water and cannot fly, swim, or is in a bubble or float state, then that character becomes unusable while they are in the water. If the water becomes frozen, then characters can stand on the frozen water like normal terrian. If a character is in the water when it is becomes frozen though, then that character will also become frozen. Water tiles are blue, and light blue when frozen.
Magma: If a character lands on magma and cannot fly, is in a float state, or is wearing magma shoes, then that character is KO'd. If the magma hardens, then it acts like normal terrain. If a character is in magma when it hardens, then that character becomes petrified. Magma tiles are red, and then brown when hardened.
Holes: If a character lands on a hole and cannot fly, dig, or has a float state, then that character becomes immobile. If a hole is filled, then it becomes normal terrain again.
Items and Objects: Items are created in 1 turn and become useable during or after the next turn. Items that can be worn. Worn items stay with the character wearing them. Objects on the other hand, can't be worn. Objects must stay on the spaces that they were created on. Objects can be moved with certain techniques.
States: States are effects that can be caused by techniques. When a character becomes affected by a state, then a card representing that state is placed underneath the character. Unless stated otherwise, all states last until they are removed.
KO: The character is knocked out, and can't do anything. The character becomes unusable untill the KO effect is removed.
Paralysis: Target is unable to move.
Frozen: Target becomes unusable until it is no longer frozen.
Petrify: Target becomes unusable until it is no longer petrified.
Bubble: Target character can move and act while in water, but cannot move on land.
Float: Target is unaffected by water, magma, and holes.
Blind: Target character can't use techniques that are of 10 - 20 power.
Poison: Target character is hit with a 4 power magical technique at the beginning of each turn after the turn that they got poisoned. The player must roll a 5 or greater on a 20-sided die to resist the poison. If the character fails to survive the 4 power magical technique then they can't act that turn. The poison state will persist until it is resisted or removed.
Protected: Prevent techniques of the stated type from affecting the protected character. Ex. Protected from necromancy means that any necromancy technique will automatically fail to affect the protected character.
Defenseless: Opposite of Protected. Any technique of the stated type will always succeed in affecting the Defenseless character.
Light conversion: Target character becomes capable of being captured, and also becomes Protected against Divinity.
Dark Conversion: Target character becomes capable of being captured, and also becomes Protected against Necromancy.
Double move, action, power, speed, or range work just like they sound. These states double the capability of the character in the mentioned attribute. i.e. double move means the character can move twice that turn, or double action means that character can do 2 Acts that turn, etc.
Underground: The target character hides underground which protects it from all physical techniques except Berserker Crush. If the character tries to move while underground, then they lose the underground state. You need to use the technique Tunnel to remain underground while moving. While tunneling, the character is also unaffected by land blocks or walls.
Underwater: The character hides underwater which protects itself from all magical techniques that aren't from Elecrtancy, Hydrancy, or Weatherer. Similar to underground, the character will lose the underwater state if the move with in the underwater state. The character will need to use the technique Swim to stay underwater while moving.
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller
This is an Unreal Tournament 3 deathmatch level. Best suited for 2-8 players, it's a small frantic map that still manages to have places to hide. I used the caves materials that come with Unreal Tournament 3 to make it. Download DM-Blocky
e-mail: evk@evkstudios.net
Twitter: #PrismalDreams
Linkedin: Lawren Miller