Tuesday, June 26, 2012

Guardians of Middle Earth (XBLA, PSN)

Staff Artist - World/Lighting, Warner Bros. Games

On "Guardians of Middle Earth" I was responsible for creating compelling and cutting edge lighting solutions that conformed to strict performance and memory budgets as well as created passive environmental effects such as fogs, volumetric lights and sprite based lighting effects. I performed final polish on environment art, textures and environmental effects.

I also worked closely with the Art Director, department leads and technical staff to develop and implement the look of the game through advanced lighting and post processing techniques. I provided feedback and suggestions in the continued development of next generation tools, pipelines and workflows.

All other art, unless specifically noted above or in the individual image notes is the work of others.






















In addition to the lighting and post work, I also contributed art assets to the map room. I am responsible for about 75% of the final map (originally sculpted in Zbrush by someone else, but it was completely reworked in the final version), the chairs, the glass "bottle", the cup, the books, the parchments, the bowl and pipe and the stacks of cards.



Wednesday, May 16, 2012

Lord of the Rings: War in the North (XBox360, PS3, PC)

Lead Environment Artist, Snowblind Studios/WB Games

On "Lord of the Rings: War in the North", I managed a team of 17 artists in the creation of high quality, AAA environments. I collaborated closely with the Art Director and Technical Art Director to define the style, best practices and workflows for the team. I also worked closely with the engineering staff to develop the tools and pipelines of WB Games’ next generation game engine.

I was one of the primary drivers for defining and maintaining artistic standards and technical requirements, providing art direction, feedback and mentorship to the art team. I also participated in the hiring of Artists, the Art Director and the Art Development Director for the studio.
My art contributions were limited mostly to terrain blocking, sky domes, shaders, some texture creation, level assembly and performance optimizations. On this project, I gained extensive experience in the creation of complex & optimized shaders in a node based editor. I was also the Principal Lighting Artist for all environments and in-game cinematics.

All other art, unless specifically noted above or in the individual image notes is the work of others.












For Carn Dum, the final level in the game, I modeled, textured and animated a complex cloud system for the skydome, including a massive funnel cloud that had to stand up to scrutiny from multiple angles.

Tuesday, May 15, 2012

Death Tank (XBLA)

Senior Artist, Snowblind Studios

I came on to Death Tank late in development. My contributions included generating last minute game assets, real-time effects, UI elements and polishing the game to a shipping state. I was also responsible for all marketing assets used for advertising and the XBox Live Dashboard (NXE).

The logo I made for the game:


The Death Tank Skull is the game's unnamed, fiery eyed mascot. This image is a multi-pass render composite that was used on the website and advertising.


The digital "box" art:


A composite image used as the background for the game's XBLA page: