3D Artist
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I am a 3D Environment artist at Grinding Gear Games, working on the Action RPG Path of Exile
My work from Path of Exile is not shown on this website, please check out the official game website


My recent work is displayed below
More of my work can be found on the Image Gallery page
To contact me, just drop me an email


Recent Work

Fantasy Hovel - 2012

This scene was inspired by Skyrim. 
The scene was modeled in Maya and exported to Unity. Like most of the gaming world I had been playing a lot of Skyrim at the time and couldn't help by  create my own scene in a similar style.


More screen shots and wireframes can be seen in
 Images

Gem Mine - 2012

Based on Diablo concept art. I modeled this in Maya and textured using Photoshop. There are no lights in the scene, all shadows and lighting are baked in on a shadow map.
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iPhone Game - Get Kicking - 2011

For over a year I have been the Lead Artist at Rush Digital Interactive. During this time I worked on several iPhone and iPad games. This game is called Get Kicking. I created all the 3D art for the game (modeling, texturing etc). I tried to go for a semi realistic look, because of the limitations of mobile devices, I find that going too realistic tends to look pretty bad and cartoon art comes out much better. So i went for a look that was not too far in either direction. I also did a little 2D work on this game, creating the pop-up graphics. 
All scenes are under 1500 tri and contain up to 5 512x512 texture sheets, two that are shared across all stadiums in the game.

iTunes Link : Get Kicking

More screen shots and wireframes can be seen in
Images
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iPad Game - Hope's Quest - 2011

A game developed by Rush Digital Interactive. I was Lead Artist on this project. I created all the 3D art for this game. I was also responsible for assigning and keeping track of tasks given to a contract concept artist. The game is inspired by the classic PS1 game Intelligent Qube (Kurushi) All scene are under 15k tri use a number of 512 texture maps as well as shadow maps. Because each scene differs in complexity, some have 3 or 4 512 color maps and one scene even has two shadow maps.
iTunes Link : Hope's Quest

More shots and wireframes can be found in Images
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iPhone / iPad Game - Swipeslam - 2011

The first project I worked on at Rush Digital Interactive. I created all the 3D art for this game. The game went through several iterations over it's two 1/2 month development time, and suffered slightly from feature creep. The project was handed over to another company to for bug fixing since we had already begun pre-production on Hope's Quest. The track uses one shadow map but several 512 color maps for different sections of the pipe track. The collectibles all share one 1024 color map. The obstacles also share a 1024 color map.
iTunes Link : Swipeslam
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Inn Scene - 2010

Another Unity scene.
This is a room from an Inn. I got the idea for the scene after reading The Wheel of Time series. This was the Inn room I imagined in my head while reading that series.



Candy World - 2010

This is some freelance work I did for TestTube-TV

Global Game Jam 2010
Terror-Misu

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This year I participated in the Global Game Jam. We had just 48 hours to design and create a game with the theme "Deception". We also had to incorporate a snake, cake or lake into the design.
What we developed was a 3D platformer about a mouse trapped on a running wheel. We were voted Best Art Direction out of the Auckland City entries and we have had some great responses from the Game Jam community.

Our game can be downloaded at
http://globalgamejam.com/2010/terror-misu

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Conan Cart - 2010

Created using concept art from the MMORPG Age of Conan 

Village Square - 2010

This is something I've been working on and off for a while now. I've been building it up in the Unity Engine.

Destroyed Subway - 2009

I'd been playing a lot of Fallout 3 and it inspired me to create this subway scene

Ruins in a Field - 2009

Saw an interesting picture of some Roman ruins in Turkey, I think it was, and thought it would be fun to recreate.

Sci Fi Hole - 2009

I thought I would do sci fi.  I saw some really cool concept work for Halo Wars.
I decided not to follow the concept art exactly because I have a lot of texture space that I would hate to waste.

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