WORLD ART PORTFOLIO...

 

“GUARDIANS OF MIDDLE EARTH”, 2012, xbla/ Xbox 360, PSN/ PS3…

PVP Levels...  The Shire, Mirkwood, & Goblin Caves...  I worked primarily with 1 other world artist [+ a lighting artist] on this set of PVP DLC level ‘skins’.  I was responsible for contributing to high level organization/ composition, terrain work/ sculpting, prefab modeling + UVs [in addition to using re-purposed from other games within the studio/ game], collision, propping, material/ texture work + blend painting, decals, etc. in addition to keeping the levels within memory + framerate budget.

UNCHARTED: DRAKE'S FORTUNE, 2007, PS3...

Entry to the buried temple...  Responsible for 75% of the instanced models + 85% of non-instanced modeling & level arrangement

Graveyard...  Responsible for 65% of the instanced modeling [mainly man-made objects] + 100% of the non-instanced geometry & level arrangement.

River prototype...  A few shots from various stages while the prototyping the jet ski/ river level, which was later reworked to tighten vistas/ increase framerate.  Responsible for 75% of instanced geometry + half of the layout.

The Lair...  Responsible 75% of background instanced geometry, 100% of non-instanced geometry, and all of level layout/ level construction.

The Dive...  Maya + early in-game screenshots for an underwater diving level, seen below in progress.  Responsible for all modeling and layout.

“The Lord of the Rings: War in the North”, 2011, Xbox 360, PS3, PC…

Level: CarnDum…  I co-led a team of ~6 artists in this level, responsible for ½ of the scheduling + aesthetic feedback.  In addition, I coordinated with lighting, FX, design, and assembled ~1/3rd  of the level, from the post-whitebox* stage to completion.  I also modeled + textured [shader/ material creation + UVs, and vert painting] 90% of the lower interior level through first main arena-  Including modular prefab set + non-instanced geometry.  I also generated 75% of the initial  lighting pass of interior lower level.

Level: Urgost’s Lair Intro…  I co-led a team of ~6 artists in this level, responsible for ½ of the scheduling, aesthetic feedback + coordinating with lighting, FX, & design.  I modeled the initial pass on ~60% of the vista/ background mountains and assembled 90% of main exterior path + modeled and textured ~95% of the non-instanced exterior path + generated the entire speedgrass pass.

Level: Mt. Gundabad Interior...  Although this level was already well underway when I started, throughout production and iteration, I co-led a team of ~6 artists in this level, responsible for ½ of the scheduling, aesthetic feedback + coordinating with lighting, FX, & design.  I also propped [debris, boulders, general props] ~75% of the level + modeled + textured [materials & UVs] the central components in throne room + all orc building components in lower level cavern.

'ALBERT THE AMAZING' PROTOTYPE, 2009...

Test set for a game prototype that never was.  Modeled and lit based off of concept.

PERSONAL PROJECT, 2009...

SINKHOLE MINING LEVEL...    Responsible for 100% concept, layout, modeling, textures, and lighting.

"Tornado Outbreak", 2009, Wii, Xbox360, PS3...

COASTAL CALAMITY...  modeled 95% of instanced geometry, 85% of non-instanced geometry, placement of 33% of instanced geometry [including big detail pass], & cloud and shadow modeling.
note:  the shots displaying a sub-30 frame rate was due to playing in debugging mode.

Level: ROADSIDE DESTRUCTION...    I modeled modeled 95% of all instanced geometry, 75% of non-instanced, 75% of the placement of instanced geo + cloud and shadow modeling.

Level: TRAINING...  I modeled 99% of instanced & non-instanced geometry modeling [everything except the jeep & characters], 95% of instanced geometry layout + cloud and shadow modeling.

Level: Camelot Falls...  I modeled 99% of instanced & non-instanced geometry modeling [everything except the jeep & characters], 95% of instanced geometry layout + cloud and shadow modeling.