WORLD ART PORTFOLIO...

 

“PROJECT quasar”, (SHELVED) 2015, PC

PV  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’d worked on to date.

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“project ARIES”, (shelved) 2013, Kindle FIRE…

PVP Levels...  s...  My work as WorldArt Lead involved collaborating with AD and other artists to establish visual direction of environments, prototyping a wide range of planets and assets, as well as final set polish, material work, in addition to running a team of ~7 artists and animators.

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“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.