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:: david   rrick ::

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Click on one of the links below to view my relevant work; or simply keep scrolling!
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:: Pre Graduation :: Design Highlights - In Progress
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:: ABOUT ::

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I am a Baltimore-born Fashion Designer with a passion for evolving my curiosities into Art.

Since part of my family lives in Wyoming, I’ve spent much of my life developing a passion for the outdoors — and, of course, for the design and use of outdoor clothing and equipment.

(Left)(This Year) Me and my Brother sitting atop Solitude Lake after a 15 mile hike through Teton National Park. (I am the one on the Left!)

(Middle) My old cat Mei finding warmth underneath a pair of my snow pants!

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(Right) Me enjoying A beautiful Wyoming afternoon in my cousins backyard.

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CLO3D :: Arc'teryx :: 
Website Recreations 25 '  

Upon seeing Arc'teryx's job listing for designer, I noticed that CLO3D was a specific job requirement. 

Although I was taught CLO3D during my pattern making classes at SCAD, I realized it would be a good idea to refresh my skillset and show you that I not only know CLO3D but that I can adapt my pattern making skillset into a 3D environment. 

Therefore, without accurate measurements, or pattern shape, over the past few days I re created the Konseal Crewneck and Cronin pants in CLO3D. Although not exact, I believe i came as close as possible to recreating the garments and their materials.
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KONSEAL CREW NECK PULLOVER

I started with the Konseal Crew Neck.  Beginning by creating patterns for a regular oversized Crewneck sweatshirt, and ending with the product too the left.  

I altered my CLO3d avatar to have similar shoulder width / dimensions to the model on the website.

Along the way I created materials for the Konseal.
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:: Rendered in CLO3D'S render engine ::

PROCESS

Initial Patterns / 3D outcome in CLO3D
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After inspecting the websites images I made sure to include vents under the arms 
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FINAL Patterns / 3D outcome in CLO3D
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Cronin Pants

After finishing the Pullover, I decided to make the Men's Cronin Pants since their construction is a bit more challenging / I think they bring the full look together.

Once more, I altered my CLO3d avatar to have similar dimensions to the model on the website.
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:: These images may come up blurry due to Wix's compression system ::
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PROCESS

During my process of re creating these pants, I noticed the pant legs main body were divided into at least 10 patterns including vents underneath the groin.  Initially I added Darts to the back and a hammer loop on the side.  I removed the hammer loop but kept the darts for added effect.
Initial Patterns / 3D outcome in CLO3D
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FINAL Patterns / 3D outcome in CLO3D

:: My Senior Thesis 22'-23'  :: Seasmhach

Seasmhach in Scotts Gealic means reliable and durable.

I fully designed and constructed this collection with unusual & durable materials use and construction methods in mind. It was made to keep the wearer comfortable on a 10 min walk to work in the dead of winter, or fully protected from the elements on a 3-month excursion into the wilderness; all while looking fashionable. 

My Senior experience can be split into three parts

Part 1 :: Concept Creation and Design Ideation
Part 2 :: Initial Patternmaking / Muslin Prototyping
Part 3 :: Final Construction and Critique.

Part 1

Part 1 ::
Concept Creation and Design Ideation

In the initial stages of our thesis development, we were required to develop 3 separate books. 
Each would have its own design aesthetic.  Each would be 160 pages.  And each was required to have 3 sections :: Ideation in the form of photographs / drawings / etc. - Material and construction development - & finally at least 100 croquis.    

Although I lost most of what I had, what you see below is just a taste of my process for design ideation.

BOOK 1 :: EXTREME WEATHER CLOTHING

For this book I researched the clothing High altitude climbers, adventurers, regular working people, etc. have worn in the past.  Exploring what makes a technical garment that would function in certain extreme conditions without failure.  What high quality materials are used & what Underlayers function perfectly for these climates.

Photo scans from my Senior Book 1 :: Each one of these are hand done and can be anywhere from 2 - 10 layers of photo material

BOOK 2 :: Outerwear / Streetwear

For this book I researched the streetwear defining the now & and the past + outerwear since its rise to popularity outside of the field.  I looked creative silhouettes textures, materials, and seam construction.

Photo scans from my Senior Book 2 :: Each one of these are hand done and can be anywhere from 2 - 10 layers of photo material

BOOK 3 :: Workwear

Reliable, Durable, Fashionable.  Here I looked into the history of workwear.  I questioned, what makes a garment last a lifetime even though it used while working in coal mines or even constant seasonal use on a farm? Materials? Seams? Construction?

Photo scans from my Senior Book 2 :: Each one of these are hand done and can be anywhere from 2 - 10 layers of photo material

Part 2

Part 2 :: Initial Patternmaking, Materials Development, and Muslin Prototyping

Within this part of SCADS fashion thesis, we finalized croquis, Made our final boards & began construction.


Materials Development ::
I chose these materials based off of my research into work / sport environments with durable and weather resistant garments.  What I found was an emphasis on lightweight, breathable, durable, and weather resistant materials.  These choices were also informed by my experience with Arc’teryx’s & Stone Island's lightweight, durable, breathable, and environmentally resilient garments.
 

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I began making more technical sketches and envisioned more thought out seam types, fits, and silhouettes.  After that I drew my first focused Croquis.

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And then I began Draping and Patternmaking.

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And continued refining my designs to create my final boards


And Developed my final designs.

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With that I began Muslin prototypes

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And I continued working until I got my final Designs in my final fabrics.

I then Moved on to Pt. 3 :: Final Construction / Final Photoshoot / and Movie.

Part 3
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I utilized Dyneema Composite & Lightweight Nylon for this prototype.
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Materials :: 10oz Heavy Weight Duck Canvas / 10oz Waxed Duck Canvas / Poler Tec Fleece / Nylon
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Materials :: 120z Heavy Weight Duck Canvas / 10oz Waxed Duck Canvas / Military Grade 12oz Canvas
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I utilized Waxed Duck Canvas for this prototype.


Look 1 ::
Made For A walk Through Brooklyn, or a hike through the Applachians

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POCKETING
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Poncho Fits as Utility Apron as well
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Layered up


Look 2 ::
Streetwear Emphasis / Waxed Canvas Poncho for inclimate weather

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Poncho to Cape Functionality / Arm Movement
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Face Cover for a cold day
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Tapered pants made to fit anyone


Look 3 ::
High Elevation Terrain / Dyneema for protection / Nylon Puffer for heat insulation / Unzippable water proof Zippers for heat ventilation.

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Vents for long hikes
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Layers & Pocketing
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Tapered Pant Ends
Materials :: Dyneema Composite / Nylon / Pima Cotton / 10oz Waxed Duck Canvas / Quilted Nylon.


Look 4 ::
All Weather Protection

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Pocketing
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Dyneema Window
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Arm Rests for long hikes
Materials :: Dyneema Composite / Nylon / Pima Cotton / 10oz Waxed Duck Canvas / Military Grade Canvas

As I am sure you can tell, this entire year was a load of hard work. With the good came the bad.  I constantly made errors and ran into problems every day but I made my way through it by keeping an open mind, learning valuable information from my mistakes, & having the capability of pivoting on a whim to solve any issue.

Below you will find my Thesis's final video, and below that my final book design.


Final Video


Final Book

Done In Illustrator & Photoshop

:: Post Graduation Freelance Work Highlight :: 23'

After graduation, I moved between three different cities: Savannah, Pittsburgh, and Atlanta.

During that time, I began freelancing and had the opportunity to work on a variety of individual projects.

Although most of my work focused on my background in graphic design, I also helped a newly established clothing brand based in India develop a logo and define silhouettes for their initial capsule collection.

Below is what I was able to create for them.

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The capsule collection included A Hoodie and a T-Shirt.
Since the brand was more interested In streetstyle I designed each garment and its fit to be oversized

The Graphic to the Right is My own.  


T-Shirts


Hoodies


Individual Logo Designs

DESIGN MORPHINES 24-25 MASTERS PROGRAM

DesignMorphine is an accredited school that is part of the UACG (University of Architecture, Civil Engineering, and Geodesy of Sofia, Bulgaria). It offers a Master’s in Computational Design (3D Design) through an online, nine-month program.

That’s a mouthful.

After graduating from SCAD, I felt like I needed more. A good friend of mine, who had graduated from SCAD’s School of Fashion the year before me, decided to take this course — and loved it. The school’s manifesto, design ethos, and course structure piqued my interest, so I decided, let’s do it!

After going through one of the most difficult and intensive nine months of my life, I can confidently say I have no regrets and have never felt so fulfilled. This program not only taught me an invaluable range of 3D programs and tools, but it also completely changed the way I think about design — and, of course, the way I approach designing itself.

What lies below is the culmination of my final project, all presented in a book I designed. It’s divided into five chapters, reflecting the structure of Design Morphine's curriculum.

Enjoy.

I started out my year with two team mates : Keya Roy, & Alex Wertheim

After our second Ch. & due to circumstantial events, One of my teammates left the program and the other joined A Group ( a time zone based group that was in Europe).  After Completing Ch. 3 alone I was then partnered up with Paul Poblette and took on the roll of Project lead.
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This book was designed in Illustrator & In Design

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After a cosmic journey through the stars, The Eclipse find a planet (Veluthra) that is in dire need of help.
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The curriculum at Design Morphine is split into 5 chapters.
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The Masters starts with developing a species that will inhabit your world.  This species and their characteristics shape the rest of the Ch.'s & of course the design language of the world you will create around them. 

This Ch. focuses on manual modeling by way of programs such as Z-Brush & introduces rendering software's such as Keyshot & materials development by way of Adobe Substance Painter.
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Through a love of Moth like anatomy & Bio-Tech, the Eclipse were formed.
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I based the design of this book off of the old model airplane construction books I would use when I was younger.

Having to go back between the instructional guide and the diagrams provides a more enjoyable interactive experience for the viewer.
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The Corpuscle will become the building block of the following Ch.'s  It is meant to be just a living quarter of what will become the Eclipse's hive / city.
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We focused on computational algorithms and node trees based simulations within Houdini to construct and design our Corpuscle. Defining physics & material integrity.
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I then split apart the corpuscle into interesting pieces and use those as building blocks for the Amalgamation / Hive.

To do this we used Wasp in Grasshopper to create algorithmic driven Clusters & then main structures for the city / hive.
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These are the guts of the Eclipse's Hive.
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And here is the External part of the Amalgamation, coined as the Imitation Tree.

Imagine a tree made of Paper Lichen and used functionally like a wasp hive. This would be that.
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External Renders done in Blender.

Veluthra's environment computationally built in Blender using simulations and Height Maps.


 
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In this chapter we developed Private & Public transportation systems within the Amalgamation and outside of it.

By this point a wide variety of programs are used for development.
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Orange represents the Private Transportation system, and Purple, the public.
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Here are the private Vehicles, (left,) and the Private docking system (Right)

Designed and constructed by my teammate Paul Poblette
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How the Prosthesis inhabits the Private Vehicle.
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Public vehicle made for long distance missions to set up outposts within the surrounding area.

Designed and constructed by me.
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Public station docking system located within the top of the hive & connects to the private system by way of pressurized tubes (orange).
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In this Chapter we make 2d. Mini Map / Legend that shows the extent of our species reach / inhabitation of the world around them.

To develop these routes we used Nuclei3.

A mycelium growth based simulation in which you can develop routes with pheromone attraction and topographic information.
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A look at how routes through topographic info are simmed with Nuclei3.
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We then developed 2D amalgamations and clusters to be shown as cities / civilizations being built across the forest.
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The Nuclei3 developments on top of our topographical map.
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More 2D Graphics are developed to further define the maps legend.

This is the finished map.
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Nuclei3 in action.
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At the end of each Ch. we would present our work in the form of a board.  

This is the beginning of our boards from Concept to Final Presentation.
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This is the final board

I designed it to look like vintage Sci Fi Movie posters.
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