spooky tree

getting into the Halloween spirit. i love gnarled up trees.

spooky tree

spooky tree
a little detail before bed

spooky tree

spooky tree
getting the form

spooky tree

spooky tree
other side

Organic Sculpting

playing around with mesa rock walls. i gotta head to New Mexico one of these days.

Full Shot

Full Shot

Desert Rockwall

Desert Rockwall

School Hallway

Here's a screenshot of a school hallway and a few materials that are being applied to the floors, walls, and ceiling. from Condemned: Criminal Origins.

A constructed set of basic geometry (shell) is handed over by a level designer and I take it and replace the shell with finer details like the materials and prefab assets such as the doors, lights, windows, etc. which are made by other world artists including myself.

The bulk of my work in these screens are the detailed shell geometry built in 3ds Max and materials created with Photoshop (Crazy Bump for normal maps). I was also responsible for the propagation of assets throughout this level.







Warehouse Elevator

Here's some prototyping work of an old warehouse.

I went out and took pictures of the walls, floors, and anything i could aim my camera at. Next, i start to model and construct the general shape of the space and then start to create and apply the materials.

Thanks to my friends at Erickson's Furniture in Everett, WA for lending me use of their warehouse.








Downtown Alley

Here's some work in progress of a city block and alley.

Working on the Condemned games, we would often trek to downtown Seattle to gather photo reference. These images are loosely based off of our Seattle photo shoots, showing how I work out the composition of the space.

After the initial block out is acceptable, it then goes through an art pass where i start replacing the grid material with proper aesthetic materials and finer details like windows, doors, gates, etc.