Monday, December 05, 2011

update...

It's been a bit of a whirlwind over the last month or so, between work, holidays and the exciting developments over at Forever Interactive.

I've definitely not been idle.  I recently transitioned to the mobile game development team over at FI and will be picking up some of the finishing touches before "Battle Gnomes" rolls out into full release for the holidays.
Once that's well on its way, I'll be picking up additional duties on a new title, currently under development.

Check out the Battle Gnomes facebook page!

Sunday, October 16, 2011

New developments over at Visions of Zosimos!

Exciting news as VoZ continues to develop.
Check out some screenshots from the Lobby Area of the game where players will develop their characters and begin their quests.

Also, check out our Facebook page!

Sunday, August 28, 2011

(VoZ) : texturing



Two screencap's of the final textured pieces for the Character Creation area of VoZ.

These meshes were created by another team member. My task here was to lay out the UV's and texture using the design-approved 2D textures for the area.

(VoZ) : texturing



Two screencap's of the final textured pieces for the Character Creation area of VoZ.

These meshes were created by another team member. My task here was to lay out the UV's and texture using the design-approved 2D textures for the area.

(VoZ) : texturing



Two screencap's of the final textured pieces for the Character Creation area of VoZ.

These meshes were created by another team member. My task here was to lay out the UV's and texture using the design-approved 2D textures for the area.

Tuesday, August 16, 2011

(update) digital portfolio

My main portfolio site has been updated with some new renders in the Game Design Gallery.

The additions are from a 20-hour texturing project that I was involved with last year.

Ultimately, I'd like to build out the scene a bit more, but I present the results as they are to demonstrate my performance at the end of the challenge.

Friday, July 15, 2011

VoZ : Lobby

Two new assets ready for inclusion in the Hero game engine.

These are to be used as portal entrances from the game Lobby to the Arena areas.
Comparison with concept art for each provided.
Textures drawn from a pre-set pool defined for each game area.

Modeling, UV layout and texturing in Maya.






Tuesday, June 28, 2011

Seattle!

After a long and scenic westward trip, I'm finally in Seattle and setting up shop.

Some images from trip can be found here.

Sunday, May 29, 2011

Seattle!



Been a busy few months of plotting, planning and packing!

Will be relocating to the Seattle area on June 1st and should be back up and running (hopefully) by the end of June.

See everyone on the flip side!

Tuesday, February 08, 2011

FoD : concepts



The only piece of concept artwork available was the three-quarter view presented in the upper left. In order to begin modeling, I had to reverse engineer the other three views from the initial concept.

Thursday, January 27, 2011

VoZ : Forest of Decay (props)



An initial, un-textured ~900-tri corpse arm.
The limb is a single piece of geometry.

It had been a while since I did any character-related modeling, so I thought I'd pick up a small task as a refresher.
Ultimately, since these are only going to be background elements, we decided that the parts would be of much lower tri-counts and have a simpler texture.

I have another piece that meets those requirements which I'll display in a subsequent post.

VoZ : Forest of Decay (props)



The roots are around 75 tri's each.
Texture provided by the VoZ Forest of Decay design team standard resource pool.







The trees are between 250 and 400 tri's.
Texture provided by the VoZ Forest of Decay design team standard resource pool.



The rocks are around 100-tri's each.
Texture provided by the VoZ Forest of Decay design team standard resource pool.






All were designed as background elements for the Forest of Decay level board.