CD PROJEKT RED

Cyberpunk 2077, North Industrial District; World building; City layout, streets, intersections, city blocks with buildings, alleys, train lines, tunnels, and all decorations, ie. foliage, signs, trash, pipes, powerlines, fencing, etc.; Mass out and look development all the way through to polish state; modeling, texturing, high/low res assets, architecture and infrastructure assembly. Maya, Substance, Photoshop, REDengine 4

2017-2021


--CYBERPUNK 2077; NID Environment Art








PERSONAL

TOTEM; Modeled and textured low/high and baked; Maya, Zbrush, Substance

2016

--Personal work



343 INDUSTRIES

Halo 5, Multiplayer Team; Level building, interiors/exteriors; entire process from mass out and look development to finished polished state; modeling, texturing, high/low res assets; Architecture and infrastructure; Maya, Substance, Photoshop, Halo Engine

2012-2016


--HALO 5, Plaza (level lead)

My contribution was the map lead for Plaza in Halo 5

2012-2016


--HALO 5, Overgrowth (level lead)

My contribution was the map lead for Overgrowth in Halo 5


2012-2016


--HALO 5, Mercy

Here are the areas I worked on for the map Mercy in Halo 5


2012-2016


--HALO 5, Empire

Here are the areas I worked on for the map Empire in Halo 5


2012-2016


--HALO 5, Fathom

Here are the areas I worked on for the map Fathom in Halo 5


2012-2016


--HALO 5, Battle Of Noctus

Here are the areas I worked on for the map Battle of Noctus in Halo 5


2012-2016


--HALO 5, Breakout

Here are the areas I worked on for the map Breakout in Halo 5


2017


--HALO 5, Tasty Bits

Look development, not used. But I like it, it's fun and I enjoy the simplified look


343 INDUSTRIES

--HALO 4, Campaign Team; Level building, interiors/exteriors; entire process from mass out to finished polished state; modeling, texturing, high/low res assets; Architecture and infrastructure; Maya, xNormal, Photoshop, Halo Engine

2011-2012

--HALO 4, Lookout Room

--HALO 4, Lookout Hallways

--HALO 4, Airlock Room

--HALO 4, Forerunner Cathedral Exterior (Not Terrain)

--HALO 4, Forerunner Cathedral Interior

--HALO 4, Forerunner Bridge

--HALO 4, Crash

--HALO 4, halls to airlock two


PERSONAL WORK

2011

--Modeling and Texturing.

 

PERSONAL WORK

2010

--Zbrush goodness.

--Modeling and Texturing.

 

NAUGHTY DOG

Uncharted 2, Turkish Museum; Uncharted 3, Desert Village; Level building, architecture interiors and exteriors; Modeling and maintenance of levels (ie. all collisions, shadow blockers, visibility occlusion, gameplay bugs) Maya, Naughty Dog Engine

2009-2010

--UNCHARTED 2: AMONG THIEVES

--multiplayer dlc


2009-2010

--UNCHARTED 3: DRAKE'S DECEPTION (pre-production modeling and layout for the ruined desert village)



PERSONAL WORK

2008

--vehicle and character

--environment test

--environment test

MIDWAY GAMES

Environment assets; Some level layout; Modeling and Texturing; both high and low res models; John Woo’s Stranglehold, entire game start to finish; Insourcing assets for other teams on Vin Diesel’s WheelMan; Mortal Kombat vs DC Universe Maya, Zbrush, Photoshop, Unreal 3 Engine

2008

--MORTAL KOMBAT vs. DC UNIVERSE

2004-2007

--STRANGLEHOLD

2008

--WORK FOR OTHER GAMES

--Vin Diesel's WHEELMAN

--GAME PARTY 2

--BLITZ:THE LEAGUE 2

--MISC. unreleased projects

PERSONAL MODELING

2004

--Here's some shots of some test pieces I modeled. I spent approx. two weeks on the environment test, and around one week on the character test. Neither are finished; just worked on for the time specified.

--environment

--character

CULTURE SHOCK

2003

--These are some shots of the characters and environments I was working on a few years ago for my Darkly-humored alien game using the Unreal 2 engine. The reason was mainly to learn a lot of new stuff by going through the process of fleshing out some game ideas I had been thinking about. I only threw in a few placeholder textures so please consider all of this untextured. I was more focused on building everything and laying out the levels to be fun to play.

--The alien explorers

--The alien mothership

--The farm

--old town USA

PERSONAL MODELING

2003

--these are some characters I was making a few years ago for a couple short comedy sketches.

2002

--I'm a big fan of cool architecture. So I built some of the local SLC buildings, and later put lower res versions into one of the more architectural levels of my game. These are two local chapels and the Utah Governor's mansion. I wanted to see if I could model them accurately.

MICROSOFT GAMES

I did a ton of texturing for Microsoft Games working first on 'Amped2' and then on 'Links 2004'. The majority of my focus was on character clothing, coats, slacks, etc., with a small amount of skin and faces. All articles and styles had MANY color and pattern variations.

2003

--AMPED 2

2003

--LINKS 2004

VIEWPOINT DIGITAL

For the years that I worked at Viewpont, they were trying to expand outwards from just doing the models for which they were so well-known, and further into texturing, animation, etc. More of a "one stop shop" for outsourcing. I was able to do a little of everything. Post production, Character animation, lighting, as well as modeling and texturing both high-res and low-res pieces.

2001

--TWISTED METAL SMALL BRAWL (outsourced). These are some samples of texturing I did for the game cut-scenes.

2001

--VIEWPOINT DEMO REEL. This DVD was a project I worked a lot on. I was asked by the art director to create "a cool little character or bug" for the intro, and interface stuffs. This is the character and associated goods I came up with. I did everything from modeling, rigging, and animations to the scene setups, camera work, shaders, and lighting. I even did the renders and wrangling.

2002

--a couple buildings I modeled for Viewpoint's Nate Black short.

1999

--My first 'real' NURBS model. It went through the entire process from drawing, to clay, to polys, to NURBS. It was fun, but I prefer polys.

1999

--NEED FOR SPEED: PORSCHE UNLEASHED (outsourced). I textured some of the Porsches and their LODs for this game. Sadly, I have no images to display for this.

2001

--I worked a ton on Ncmec (National Center for Missing and Exploited Children) projects. Animations, textures, scenes and interfaces for kids games, etc. This was a spaceship pod interior. I did the texturing and lighting.

2001

--These are a few grouped screen grabs from a Mini Cooper commercial for Viewpoint's Sigraph booth which carried a Mini theme.

2000

--Head model, without skin texture. This was for an in-house test. I changed it, and rebuilt it, and changed it, and rebuilt it (this was before Zbrush). The project was canned, so this is as far as I got.

--Viewpoint catalog renderings. I did these scene setups, texturing, lighting, and some geometry.

--this was just something I started while just messing around and never had any solid goals for it, but it was fun anyway.

SINGLETRAC GAMES

--I originally began here as a concept artist. Although I had been playing First-Person Shooters for years, Singletrac was my initial exposure to actually modeling and texturing low poly assets for an FPS real-time game. The studio closed down and the game never hit the shelves.

1998-1999

--ROCK

GSE ERUDITE GAMES

--THE GREAT BATTLES series were sprite-based strategy games re-enacting the battles fought during the campaigns of Alexander the Great, Caesar, and Hannibal. The artwork spanned from the hand-drawn, pixel by pixel sprites all the way to pre-rendered sprites produced from 3D geometry.

1996-1998

--Various Games and projects.

INFOBASES GAMES DEPT.

--This little interactive storybook game marks my very first job in computer art. It was pixel-pushing at it's finest. 256 color palette. DOS. Frame by frame animation. Proprietary program, I think it was called Sage? I'm showing some of the screenshots, resized larger for viewing, and my contribution was to animate things when clicked on. They look silly now, but this is where I got my start so I thought it would be fun to pull out the archives and let people follow the progression of my career.

1994

--ADVENTURES OF ANDREA AND ALEXANDER: Sunday... That One Day.