The cinematic system was designed by me and James Ross from the ground up. It was started with the mandate that there would not be support for a cinematic tool. So we figured out how to make 3DSMax our cinematic tool. The system had to allow for character customization and multiple weapon types. One huge […]
One of my favorite accomplishments in WITN is the procedural conversation system. James Ross, a brilliant engineer, and I designed, tested, and implemented the system. The game had hundreds of conversations, delivering over 10,000 lines of dialogue. In addition, the team had virtually no resources to dedicate to the conversations. The conversation system was […]
As Lead Character Artist I worked with artists to help them create high quality characters. I designed the work flow, set technical standards, designed shaders, and approved characters. My experience on the Champions series proved invaluable as I designed and set up the new character customization for this game. The system I developed includes customizable […]
This was a concept painting to pitch a game based on the classic stories of Oz. Toto looks much better as a rottweiler. And check out that sorcerer named Dorothy! I have not quite finished the rendering on the Tin Man, but maybe some day I will finish it.
ANTIHERO (Short Version) ANTIHERO (Full Version) This was created to pitch “the next game”. It was animated by John VanDeusen. Brian Sostrom did the world art. I managed the rendering, compositing, title graphics, editing, post color correction, and all audio. The rendering took days and days for each pass. I believe we did a pass […]
I concepted, modeled, textured, rigged, and skinned these and countless other character armor variations (350+ armor pieces). Snowblind was a small team of 15 people when I started so after I did a few armor sets and earned the art director’s trust trust he pretty much gave me free reign to take these from concept […]
I did a texture pass on this ogre. Normal maps were the new tech so I learned how to make them on this guy.
I modeled and textured her body, underwear and light green “bikini” armor. The dark green plate armor was modeled and textured by Chalres Kim, a great artist. I built all the shaders including the armor and skin, and oversaw all production. I also built eye shaders to catch the light in the iris. HUNTRESS WIREFRAME […]
I concepted, modeled, textured, rigged, and skinned these and countless other charcter armor variations.
These images were created with a prototype app as a proof of concept to show how impressive the vector based rendering looked. This was back in 1999, when the most advanced mobile device was not a phone, instead it was the HP Ipaq. These screens were interactive with animation and links. We ended up funding […]