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Hitfactor

This is from a 4x project called Echoes of Empire. These are some of the capital / flagships.

                        They all had common, uncommon, rare, epic, legendary versions
                        This is the top version of each, plus an ancient level faction ship and also 2 variations on another

factions support ship. Last is the Players Home Base

Also a few shots from a prototype for another game/pitch for a tank game where almost everything was destructible

Last is a few quick captures from a league of legends style robot game. I did not make the robots, i did everything

environment related including ambient animations and background life etc

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SunSpear Games

Just a little contract work through Limited Slip Studios. We were called in to fix/ clean up / redo textures for a verticle slice demo SunSpear are presenting at E3 of an RTS currently called Immortal.

They had outsourced to a cheap company and were not happy with the result so we brought the standard up to something they were happy to present

Interactive Fitness Bike

We had to convert interactive rides that were created 10 years ago using some obscure engine and recreate them in unreal.

We couldn't make full use of all unreals bells and whistles because we were limited by the power of the all in one PC they chose to put into the bikes and we also had to keep the actual roads exactly the same so any data gathered from the old bikes would still apply to new version of the rides

ChronoBlade

I helped construct level layouts quickly for concept paintovers, then make all agreed changes, set up lights and light maps and check collision

also create new (BOSS) zones using current assets and making new ones but using the same textures

Call of Duty: BlackOps3

 

I was working for a company that was contracted to work on the PS3 and xbox360 versions of BlackOps 3.

we did not create any art from scratch...our job was to optimize the assets and levels by reducing poly counts, creating LODS, reducing materials per object, sometimes retexturing to fit last gen limits, optimizing levels by reducing object counts, portaling levels and rebuilding some areas that were made with brushes and patches - making them simpler to fit in memory budgets.

On the whole it was sometimes challenging trying to replicate the newest gen art as best as we can and still fit in budgets....but it was good to work on.

Star Citizen

 

I was working for a company outside of San Francisco and we were one of the contract studios working on the planet based work for Star Citizen. I had to take concept images...create block meshes and greybox layouts....then create modular kits to better assemble the levels...then create final geo pieces, textures, set up material shaders in cryengine and do lighting pass

After we stopped working on Star Citizen i was floating from project to project. These "monsters" are 3d models but rendered with a toon shader to make them look 2d / vector like...being 3d they can now be repositioned for any need.They were shrunk down to icon size.

Also made and textures a few buildings for the "world map" screen

very simple and very different to my usual work but still fun. 

 

The HOBBIT :Kingdoms of Middle Earth

Did  a little contract work for Kabam on the hobbit.

basically creating upgrade versions of faction buildings....in the case the dwarfs

Battlestar Galactica Online

This is the current project i am working on. So far i have been responsible for making new content for new space sectors, something that until now had not been tackled.​

BSGO is a free to play BROSWER BASED game...so because everyone has different computers it is sometimes a challenge to make something look as good as possible but still use minimal texture memory and keep the download size small.

I made the human command center look a little more like it does on the tv show - new textures and simple lighting to try and add a little mood....i was planning to improve all interiors but that became secondary in favor of new content.

I have made all the assets for a new battle area for low level players...so they get a chance to learn and play the game without the big fish murdering them all the time

I have also made a space graveyard sector...the purpose of this is a FREE FOR ALL...so which ever side you chose you can now battle your own faction to see who is the best

currently i am making new weapon platforms to replace the generic asteroids that are in the game now...the new ones look much more interesting

The wreckage bits use a new shader but use the ships original textures with a detail damage overlay and all the interior bits use a texture sheet that i made for all the tiny debris

There are 3 platforms...small medium and large for each faction.

i also reused the pieces to create a sort of space dock to make the Pegasus sector more interesting.

The whole thing is made like a lego kit and uses 1 1024 and 1 256 for the alpha as i couldn't fit that in and keep a reasonable resolution​

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COLONIAL

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Outsource test

as well as working"the day job" i am part of an outsource company set up by someone i worked with for several years at planet moon
the company is called LimitedSlipStudios
http://www.limitedslipstudios.com/
this is an art test we did for kabam.....
as the nature of these kind of projects is model and texture everything and them finally render it down to 2d image.

Universal Monsters Online

I moved onto this project to help get the level finished. I finished the layout, prop population, added tiny details like window decals and fog patches, light glow etc..... and i made all the destructible objects and also did their key frame animations....see 2 examples.

The Mummy Online

I was on the mummy right from the start and helped to establish the look of the game..... i worked on at least half the level areas in the game from starting a block layout through to final lighting. I also did some minor UI work...i created the maps for each area. I did a lot of ligthing on this game as well and tried to make each area look moody.....something as simple as the right fog settings often helped.

Trenched (Iron Brigade)

I was loaned to double fine for 4 weeks...ended up staying for almost 3 months. I helped work on trenched and also sesame street -once upon a monster. I worked on the pacific island levels on trenched...painted terrain, including foliage layers...populated the world, created proper LODs for most objects as the auto lods were not the best.....​

Disney - Tangled

I was in charge of 2 levels in this game....the pub (inside and outside)  and the thieves highway. This involved talking with the designer to get a block mesh for puzzle jump heights / secret rooms etc... and then creating the art assets and building the level to fit...setting up collision and then lighting them...everything was vertex lighting on this title as it was for the Wii.

City of Eternals

This project was a "social" vampire game for facebook. I made many of the level sets....it was all modular construction in 3d...but the kit pieces were rendered out in isometric view 4 times...so each piece could be rotated, then stamped down to 2d images and assembled in editor like that

My Amazing Story (cancelled)

This was so much fun to work on....we chose to use the unreal engine to make a game that was NOTHING like unreal.  Basic premiss was that your family moved into a lighthouse owned by your grandfather. One night the big bad wolf turned up on the doorstep expecting to find him and asked for your help to save storyland. The design style changed several times due to microsoft not really knowing what they wanted from this.....o well

I was the first artist moved to the project so i got to learn unreal and then help teach others as they joined. I established the look and feel for version 1, made many assets, placed all the assests and assembled our greenlight demo, lighting pass as well.

Battle of the Bands

This project was a "social"  I was responsible for 6 full levels and helped out on the rest. I made the animated props and keyframe animations and i did the vertex lighting as well​

Afterburner: Black Falcon

This was my first game at Planet Moon.....

I created the first full level chunk as a test to see what we could do on the PSP...it worked great so that is how we proceeded to make all the levels. I was loosely in charge of the other env artists, checked on what they were doing, helped out with any questions they had and made sure we were all making things the same way.​

I also had to set fog settings for all levels and place nodes for effects like jet wash over water areas and lastly i did the vertex lighting for my levels at first but then i made a pass on the others as well

The Sims2 : Pets

I was hired at EA as  contractor to help out on the Sims.

I was mostly creating new assets but also had to modify or downrez max assests from the PC team. We were using Maya and the PC team was using Max so it was great to use both programs for the same job.

City of Villains

 

I made several "hero piece" buildings and many many props for different level sets. I also made several interiors sets and did their lighting

Mace Griffin :Bounty Hunter

 

I worked on all the levels at some point. I worked with the designers block mesh and built the world and all relevant props around that. I set up simple animating props and did lighting in MAX, exporting the scene created the light maps

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