Squid Empire

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William Derrington

about me

My name is William Derrington. I'm from Australia and I was born in 1996.

I am a video game developer, world builder, and hobby artist. I work professionally as a game developer and also work on indie games and art projects in my own time.

You can see some the public work, as well as my own unaffiliated work, I've done on these projects in my art and audio sections on this site.


I am interested in creating new worlds or universes, and then letting the reader discover or create their own stories in those worlds. I have a fascination with worldbuilding, and I like to I read far and wide about anything and everything in order to better create new worlds and stories.


Contact me

You can email me at williamderrington@gmail.com

-/-

I've practised art over a variety of mediums and methods. I've made 3D models, prose stories, pixelart, concept drawings, sketches, 3D renders, animations, and short films.

I am especially drawn to muted warm colours, landscapes, clothing, technology, and architecture.

My favorite artistic themes are the interactions between humanity and nature, history and industry, retro-futurism, and loneliness.

Micronode

My main music project is Micronode. Under Micronode I have released a few albums which are avaliable on iTunes, Spotify, and all other major music distributors. Micronode focuses on imagined alternative futures and pasts.

The best place to find Micronode is on micronode.bandcamp.com/

other

I've produced music for general interest, as well as as part of larger projects, such as for game soundtracks.

In the music I've produced I focus on synth heavy sounds, being heavily influenced by the New Retro Wave scene, synthwave, vapourwave, and related retro electronica. Some specific influences would be the music of Dan Terminus, Dynatron and Kelly Bailey's soundtrack for Half Life 2 specifically. I'm not adverse to trying out different sounds though - it's simply that synths are the most accessible instruments to me.

Music is an integral part of my creative processes, I am always listening to music to suit a piece I'm working on; or sometimes a piece that doesn't suit at all. This juxtaposition often helps me out of creative blocks.

Here's a couple of my favorite pieces I've written to give you an idea of what my music can sound like:

projects

The majority of the stuff I do outside of work is purely art or music, but I do sometimes work on larger projects, usually hobby engines or games in javascript.

Ecodustrial screenshot

Alver universe and tabletop game

My best friend and I spent a few weeks years ago planning a post-post apocolyptic dieselpunk world that would act as a continuation of Corsia (see below). We called it V2, but neither of us had any idea what to do with it at that time. Eventually I ran a few one-off DnD style tabletop games with my regular DnD group in a new world that took inspiration from V2. I really enjoyed working in this new world I called "Alver", and my one-off games were recieved very well by my players, so I put more time into Alver. Now, my universe bible is around 100 pages long and I've run dozens of games in the setting. I created a bunch of online resources for my players too, which was a lot of fun and gives a glimpse into the world. You can reach them from here:

Link to Alver content on my site
Plutonium screenshot

Three.js games/engines

I've done a lot of webdev and in the process learnt a lot of JavaScript. I like writing JavaScript because it's quick, so I do it for fun. Three.js is a library for Javascript that enables easy access to 3D programming in JS, and it's my favourite thing to mess around with. Writing three.js has taught me most of what I know about 3D maths and programming. Naturally I've been making game or game engines in Three.js mostly, because that's what I like doing. You can see some examples of them below on this site:

Note if you don't have 3D acceleration webgl / webgpu they might run very slow

I write and test these in Chrome, I'm not sure they work in Safari or Firefox


"Plutonium" FPS engine

"Lost Crew" 2D engine with experimental event/dialogue stuff

"Stars" pretty stars with diffraction spikes and a volumetric nebula shader (weird camera sorry)

"Southseas" 3D tile engine terrain generation / performance experiment, with basic gameplay

"Procfall" remade a scene from daggerfall in three.js with infinite procedural terrain

W3D character concepts

W3D Hub

Since 2014 I have been a resident concept artist and general artist for the team at W3D Hub. This hobby team is involved in maintaining Westwood's W3D Hub engine, and in creating new games using the engine set in W3D universes: in the vein of Command and Conquer: Renegade. I've made concept art mainly of characters, machines, and environments for Red Alert: Apocalypse Rising and Tiberian Sun: Reborn. I also occasionally dabble in texturing or map design for W3D Hub.

W3D Hub homepage
Corsia Craft Guard

Corsia

Corsia was a long running project centred around a steampunk universe. My best friend and I started creating it around 2012, and it was mostly used for a Minecraft sever we ran. I created a custom pixelart texturepack for the server between 2014 and 2016 and was in charge of lore and art direction.

Corsiaverse page