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 […]
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.
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 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.
I designed the material structure for all characters in the game. In essence the system allowed artists to customize the shader to adapt to the needs of the character, and then it overlaid another shader containing the procedural “status effects” of blood, water, frost, dirt/snow. Initially I had damage and wear hooked up to […]