As Art Director for Aten Inc. I was tasked with updating graphics, called Newspapers, for the video game we were working on. Instead of sending them to the India art team I did them myself. This one was to visually explain how C-14 Carbon Dating works.
As Art Director for Aten Inc. I was tasked with updating graphics, called Newspapers, for the video game we were working on. Instead of sending them to the India art team I did them myself. This one was to visually explain how the Scientific Method works.
As Art Director for Aten Inc. I was tasked with updating graphics, called Newspapers, for the video game we were working on. Instead of sending them to the India art team I did them myself. This one was to visually explain the steps needed to solve a problem.
As Art Director for Aten Inc. I was tasked with updating graphics, called Newspapers, for the video game we were working on. Instead of sending them to the India art team I did them myself. This one was to visually explain how Radiocarbon Dating works.
As Art Director for Aten Inc. I was tasked with updating graphics, called Newspapers, for the video game we were working on. Instead of sending them to the India art team I did them myself. This one was to visually explain the various layers of rocks the exist with the earth and the depth.
As Art Director for Aten Inc. I was tasked with updating graphics, called Newspapers, for the video game we were working on. Instead of sending them to the India art team I did them myself. This one was to visually explain the inner working of a molecule.
As Art Director for Aten Inc. I was tasked with updating graphics, called Newspapers, for the video game we were working on. Instead of sending them to the India art team I did them myself. This one was to visually explain the various layers within the Earth.
As Art Director for Aten Inc. I was tasked with updating graphics, called Newspapers, for the video game we were working on. Instead of sending them to the India art team I did them myself. This graphic was to represent the container of documents one of the characters presents to another.
As Art Director for Aten Inc. I was tasked with updating graphics, called Newspapers, for the video game we were working on. Instead of sending them to the India art team I did them myself. This graphic was to represent the container of documents one of the characters presents to another.
For this project I was working as Project Manager and CG Artist. The project was a video cinematic was for a DS title that was in development with Lich King Studios. I was involved with the project management making sure the work was done on time and keeping in contact with the client. As well as some modeling and texturing of the main character. This project was done at Winterkill Studios using the software Maya.
This video game was to be built for a theme park ride at Great Adventure. The players would be racing each other through time. On this video game I was being used to conceptualized the "Time Cycle". Also I was overseeing the preproduction of the environments concept art and design as well. The above is one of the designs I named "Flux", this concept has the look of a traditional super bike, very high speed with plasma fire for wheels. This one was my favorite design and the one that was chosen for this project. This project was done at X Factory Studios.
This video game was to be built for a theme park ride at Great Adventure. The players would be racing each other through time. On this video game I was being used to conceptualized the "Time Cycle". Also I was overseeing the preproduction of the environments concept art and design as well. The above is one of the designs I named "Starfire", this concept has the look of a very advanced motorcycle, with no wheels and a jet engine. This project was done at X Factory Studios.
This video game was to be built for a theme park ride at Great Adventure. The players would be racing each other through time. On this video game I was being used to conceptualized the "Time Cycle". Also I was overseeing the preproduction of the environments concept art and design as well. The above is one of the designs I named "Moto", this concept has the look of a traditional dirtbike. This project was done at X Factory Studios.
This video game was to be built for a theme park ride at Great Adventure. The players would be racing each other through time. On this video game I was being used to conceptualized the "Time Cycle". Also I was overseeing the preproduction of the environments concept art and design as well. The above is one of the designs I named "Fatboy", this concept has the look of a moped with ape handlebars . This project was done at X Factory Studios.
This video game was to be built for a theme park ride at Great Adventure. The players would be racing each other through time. On this video game I was being used to conceptualized the "Time Cycle". Also I was overseeing the preproduction of the environments concept art and design as well. The above is one of the designs I named "Torque", this concept has the look of a traditional motorcycle. This project was done at X Factory Studios.
For this project I worked as the Project Manager on three game demos for a lottery company Scientific Games. On Slap Slot was never fully developed but I conceptualized the gameplay and game design. I wanted the design to follow an accuracy skill contest from the NHL, with three targets that would reveal the winning numbers. Above are the thumbnail storyboards of game play and the concept art for the game.This project was done at X Factory Studios.
For this project I was working as the Concept Artist on three game demos for a lottery company Scientific Games. Above is one of the spaceship designs I did for Super Nova Escape. This one was named "Raider", I wanted it to have a suped up human technology look to it, with forward sweeping wings to give it the extra cool factor. Ultimately this design was the one picked for the demo. This project was done at X Factory Studios.
For this project I was working as the Concept Artist on three game demos for a lottery company Scientific Games. Above is one of the spaceship designs I did for Super Nova Escape. This one was named "Squid", I wanted it to have a very alien look to it with a slick liquid feel. Ultimately it was not the design that was picked. This project was done at X Factory Studios.
For this project I was working as the Concept Artist on three game demos for a lottery company Scientific Games. Above is one of the spaceship designs I did for Super Nova Escape. This one was named "Tank", I wanted it to have a broken down / quickly built look to it. Ultimately it was not the design that was picked. This project was done at X Factory Studios.
For this project I was working as the Project Manager on three game demos for a lottery company Scientific Games. For this one, Super Nova Escape, I conceptualized the "Spaceship" and then oversaw the modeling and texturing of it. I wanted the design to be original but at the same time some what realistic, allowing players to understand what it was. I also helped in the animation of the project and oversaw the storyboards. This project was done at X Factory Studios.
For this project I was working as the Project Manager on three game demos for a lottery company Scientific Games. For this one, Nascar Masters, I created the concept art, storyboards and game design. Nascar Masters needed to have the look, feel and speed of a real Nascar race, but because it was meant to be a lottery the outcome always needed to be random. After picking a few key cars and designing two of our own, Elvis & Betty Boop. I animated the cars going around the racetrack making sure there were enough flaws and differences between each car so as to not get boring. This project was done at X Factory Studios.
For this project, Kris Kros 3D Puzzle, I worked as the Animation Art Director and Project Manager. This project was meant to be a kiosk game within a mall or store, a free standing game that would be used to entertain children. I also designed the concept and visuals for this level of the game demo, as well as the overall game design. We chose to use a carnival as the backdrop for the demo level. The point of the game was to solve crosswords within the 3D space which would activate animated elements. For the end of the demo level I had to build a particle system that looked like confetti. This project was done at X Factory Studios.
This is a still of an untextured model for the Unreleased XBox title named Rooftop Golf that I did in 3DS Max. These were meant to be low poly character models for use in the Gamebryo engine. After the modeling process they were textured to look much higher in detail. This project was done at X Factory Studios.
This is a still of an untextured model for the Unreleased XBox title named Rooftop Golf that I did in 3DS Max. These were meant to be low poly character models for use in the Gamebryo engine. After the modeling process they were textured to look much higher in detail. This project was done at X Factory Studios.
This is a still of an untextured model for the Unreleased XBox title named Rooftop Golf that I did in 3DS Max. These were meant to be low poly character models for use in the Gamebryo engine. After the modeling process they were textured to look much higher in detail. This project was done at X Factory Studios.