MONOLITH …

“MIDDLE-EARTH: SHADOW OF MORDOR, 2014, PC, ps4, xbox1

The following are shots from the game in the 2nd or 3rd phase of development. This direction (most of the game existing in subterranean environments) was scrapped after ~6 months of development, after I believe user research determined that— although large and cavernous— might leave the players feeling claustrophobic.

 

“PROJECT quasar”, (SHELVED) 2015, PC

My work as WorldArt Lead involved collaborating with AD and other artists to establish visual direction of environments, level buildout, level and asset buildout, final set polish, material work, in addition to running a team ranging from 3-5 artists— All to develop visual direction for procedural level creation, which I collaborated with engineers and tech artists during development.


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“unmaking”, (‘shelved’ 2013), Kindle FIRE…

Levels...  (INSERT LEVEL NAMES HERE)...  My work as WorldArt Lead involved collaborating with AD and other artists to establish visual direction of environments, prototyping a wide range of levels including terrain and assets, as well as final set polish, material work, in addition to running a team ranging from 3-5 artists. Rendered almost entirely in ‘the cloud’ (aside from the turret), ‘The Unmaking’ was one of the most ambitious and innovative games that I’ve worked on to date.