The lighting in the Snowblind engine was separate from the environments. I set up all the lighting for the game with multiple zones in each level. I also lit the cinematics and conversations. In addition to implementation of lighting, I also took a large role in designing the lighting system, suggesting features, developing techniques, and […]
This is a movie I made for the front end of the game. It looped behind the starting menu. I modeled, textured, animated, rendered, composited and formated this movie for 4 platforms. It was rendered in 12 passes including star field, moonscape, building, vehicles, shadows, light glows, and many other little details. I added the […]
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.
This movie features the 6 levels which I concepted, modeled and textured, lit and also set up FX. They are all built with a tile-set consisting of walls, doors, corners and unique pieces.