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...
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.