I have been fortunate to have the opportunity to work with a great group of indie developers over the past 6 months or so, working on their latest title, Legends of the Brawl. They are launching a kick-starter campaign later this spring. So please, keep an eye out and throw them your support!!
The following are shots of some of the assets I have built for Legends of the Brawl. I modeled and textured all assets and images are shown with diffuse texture only.
Just a small set of props I did for Legends of the Brawl. Diffuse textures only.
Prop textures. All 512x512 - Diffuse only.
This is my latest piece. I discovered this kitchen in "Kitchen and Bath Makeovers", Summer 2015 edition. I like the bright, warm inviting feel it has and decided to recreate it. Modeled and textured in 3DS Max, additional texture creation in Photoshop and rendered using VRay.
Here is the final shots of the Art Theater. I love the character this old building has and I really enjoyed working on it. I plan to post some texture sheet breakouts and a few shots of the theater at night as well in the coming week. Enjoy!
One of my responsibilities as Senior Biome Artist, was the creation of Alpha Zone Pockets. Alpha zone pockets were created to be a visual guide for the world builders in the usage of a zone biome assets. It was also meant to set the benchmark, visually, for the look and feel of that particular zone.
The following screenshots are examples of the world building work I did for particular alpha pockets. The assets used, were created by various artist from the Biome and Fixture teams.
Elder Scrolls Online art assets 2014 © Zenimax Media Inc.
This was part of the alpha pocket I created for Craglorn. Assets created by various artist from Biome and Fixtures teams. All world building and composition done by myself.
This was part of the alpha pocket I created for Craglorn. Assets created by various artist from Biome and Fixtures teams. All world building and composition done by myself.
This was part of the alpha pocket I created for Craglorn. Assets created by various artist from Biome and Fixtures teams. All world building and composition done by myself.
This was part of the alpha pocket I created for Craglorn. Assets created by various artist from Biome and Fixtures teams. All world building and composition done by myself.
This was part of the alpha pocket I created for Craglorn. Assets created by various artist from Biome and Fixtures teams. All world building and composition done by myself.
This was part of the alpha pocket I created for Craglorn. Assets created by various artist from Biome and Fixtures teams. All world building and composition done by myself.
This was part of the alpha pocket I created for East March. Assets created by various artist from Biome and Fixtures teams. All world building and composition done by myself.
This was part of the alpha pocket I created for East March. Assets created by various artist from Biome and Fixtures teams. All world building and composition done by myself.
This section represents various biome models and prototypes that I created during the production of ESO. As the Senior Biome Artist, it was often my responsibilities to create the prototype models for various cultural buildings or for example, a new rock set.
All assets represented with an isolation shot first, followed by in game screen shots to show the actual real world use of the asset. Models and textures created by myself.
Final, in game model of ruined stoned arch. Model and texture created by myself. 3261 triangles and (1) 2048x2048 texture map.
Zbrush sculpt of ruined stoned arch.
Ruined stone arch in its in game environment. Stone arch, world building and scene composition, created by myself.
Zbrush sculpt of Sithis Shrine - WIP
Zbrush sculpts of various stalagmites I created for a building set to be used in ESO. The set was created based off of 5-6 smaller column pieces that could then be stacked and combined to make any number of shapes and heights of stalagmites.
Zbrush sculpts of various stalagmites I created for a building set to be used in ESO.
Zbrush sculpts of various stalagmites I created for a building set to be used in ESO.
This is the runestone and pillar. These were to be placed throughout the world and when players discovered a pillar, they could collect the magical runestone and receive one of a number of magical buffs.
One of the things that I am most proud during my time at ZOS, is the new rock creation pipeline that I helped develop with fellow artist Mike Rodriguez. The image above represents one of the prototypes I created as part of that process.
Leveraging my experience from Volition, we used it to help develop a new rock creation pipeline at ZOS. The original process was not producing the kind of realism and visual quality that we wanted for ESO. However, for consistencies sake, we stuck with that process until the completion of ESO.
With the release of the first expansion, we introduced the new pipeline and the first rock set using that process. The basis of the process was creating a building block set, that could then be combined to build countless versions of rocks for a biome set.
A second prototype for the Craglorn rock set
Examples of a few of the combined shapes from the Craglorn rock set. Some shapes were created to be versatile enough, that it would be possible to rotate 360 degrees and use them anyway the artist needed.
Set of overhangs that I created, combining two or three of our building block rocks from the set.
Example of the Craglorn overhangs and other rocks from the set, in their natural environment. Overhangs, world building and scene composition, created by myself.
Example of the Craglorn overhangs and other rocks from the set, in their natural environment. Overhangs, world building and scene composition, created by myself.
One of my responsibilities as the Senior Biome Artist, was to create prototype assets for many of the rock sets and cultural buildings that the biome team created. The prototypes would then be passed onto the team and they would be responsible for creating the remaining set. (Main Mud Hut - 8005 tris)
Actual in game screen shot of the Argonian mud hut in its natural environment.
This section contains work that I created during part of my time at Mythic Entertainment, for the game Warhammer Online: Age of Reckoning. Unfortunately, due to the technical limitations of our game engine, we were not able to take advantage of "next" gen technology in the creation of these assets. All assets were creating with standard Diffuse and Specular textures only.
This was one of many assets I was responsible for creating for Warhammer Online: Age of Reckoning. Modeled in Max and textures created in Photoshop. *(Diffuse and Specular Only)
Dwarven Tavern, created interior and exterior for Warhammer Online:Age of Reckoning. Modeled in Max and textures created in Photoshop. *(Diffuse and Specular Only)
Various shots of the Altdorf Sewers. During my time on Warhammer Online, as the Lead Dungeon Artist, I created a modular set of sewer pieces based on a grid system that could be used by the designers to create an infinite number of layout designs.
The following shots are of the main causeway area from the first expansion for Warhammer Online, A Call to Arms. As Lead Dungeon Artist on the project, I worked closely with the Lead Designer to layout and design the causeway area for the game. The causeway area contained the entrance into the pyramid, which contained the main dungeon area. The causeway itself contained a number of challenging quest and was the staging area for one of the main boss fights of A Call to Arms. The statues and large main pyramid where done by fellow artist on the team. Those assets aside, I was responsible for the creation of a majority of the remaining models and textures in the following shots.
Shot of the upper causeway area and staging area for main boss fight.
One of the main exterior entrances leading into the causeway.
Lower causeway area.
Upper causeway, this collapsed area gave way to what was one of the entrances into the lower dungeon area.
Well, here is the completed scene for "In the Wee Small Hours". Why does the scene have a title, well it seemed like it should have one I guess. And you never know what goes on in the wee small hours of the morning, but often times, its not good. I finally had some real time to devote to this piece and it has been fun to work on. I could probably go on for weeks and tweak and add more here and there, but there is always more work to do. Enjoy!
This final shot to show the wire frame, minus the grass and ivy geometry and the post effects work.
This is a collection of my personal work. As people in the industry know, spare time outside of work and family, is to say the least, limited. However, I try to put in some time everyday, if possible.
This is my latest piece. I snapped some pictures of an antique Coca-Cola Ice Chest while on a Disney vacation a couple years ago and always had planned to model it. This is a version of that ice chest, but with a Fallout twist. I plan to use it down the road in a larger scene.
1,595 triangles and (1) 1024 texture
Wireframe, 1024 texture flat breakout and original reference picture that I used in modeling the ice chest.
Stone column asset for wall of cemetery scene. Sculpted in Zbrush, low poly modeled in 3ds Max and textures created in Photoshop.
Stone column - 3,496 triangles and (1) 1024 texture sheet.
Tombstone - 1,832 triangles and (1) 1024 texture sheet. Sculpted in Zbrush, low poly modeled in 3ds Max and textures created in Photoshop.
Tombstones - 750 triangles (model on left) and 108 triangles (model on right). Combined on (1) 2048 texture sheet. Sculpted in Zbrush, low poly modeled in 3ds Max and textures created in Photoshop.
Various props for cemetery scene. Sculpted in Zbrush.
Various props created for cemetery scene. Sculpted in Zbrush, low poly modeled in 3ds Max and textures created in Photoshop.
Small wood and metal bucket and magnifying glass. Another in a series of props I am creating for the cemetery scene. Sculpted in Zbrush.
Cobblestone pathway created for cemetery scene. Sculpt and polypaint done in Zbrush.
Close up of cobblestone pathway created for cemetery scene. Sculpt and polypaint done in Zbrush.
This was a quick training exercise in Zbrush. The goal was to sculpt a stylized treasure chest.
This is a personal piece that started as a doodle and evolved into something that I have really enjoyed working on. It is a piece that is next in line to get finished after the cemetery scene I am currently working on. I plan to take it into Zbrush and there is also an old garage scene to come as well down the line.
This section provides a quick look at my work history and includes information on some of the titles that I have had the pleasure to work on. I have been fortunate to work on a variety of different games and genres, in almost 20 years in the game industry.
My most recent professional experience was with Zenimax Online Studios. I worked at the studio for almost four years, until December, 2014. During my time there, I worked as the Senior Biome Artist on Elder Scrolls Online.
Prior to Zenimax Online Studios, I worked with a talented group of game developers at Volition, in Champaign, IL. It was a great experience and was my first real experience making FPS titles. During my time there, I was a Senior Level II Artist and worked on Red Faction Armageddon and spent three or four months on the production of Saints Rows the Third.
Prior to my time at Volition, I worked at Mythic Entertainment in Fairfax, Virginia. During my time there, I serve as an Environment/World Artist on the Dark Age of Camelot series and eventually the Lead Dungeon Artist on Warhammer: Age of Reckoning and the Tomb Kings expansion (Warhammer: Call to Arms).
Before Mythic, I spent almost two years working for a couple multimedia start ups during the .com rage in the late 90's, early 2000's. I eventually left North Carolina for Boston, Massachusetts. and Stainless Steel Studios. I worked as an Environment Artist on Empires: Dawn of the Modern World and Rise & Fall: Civilizations at War.
My first job in the industry was with Random Games, in Raleigh, NC. They were a small game company whose primary focus was casino and board games.
While a small game company, it gave me the opportunity to try my hand at various disciplines, from modeling and texturing, to animation, as well as playing a major role in the story boarding and production of the opening cinematic for the game, Upwords.