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Fate
Fate
Within Fate I created weapons, shields and helmets in 3D; which I also rendered out as 2D images and hand edited them in Photoshop to bring out the details. My coding skills also came in handy with this project since I also became responsible for adding each of my 3D models into the game through the code. Within this project I was able to employ the use of specular mapping within 3Ds Max to obtain the correct shine on metal objects and gems.
The OC Game by Wildtangent
The OC
In this game I did a lot of production work in the level, such as; Vertex Coloring, UI, environment and invisible trigger models. One of the most interesting things on the project was that I made the 3D environment models from a blueprint copy of the set from the show. This set turned out to be too small for a skate boarding game which meant I had to enlarge some areas of the set; the environment I created maintained the integrity of the original set and client was very pleased with it. I designed and added additional functionality into the constrained design that provided additional activities. If you get a chance go play the game online at Skate The O.C.
Nike Game by Wildtangent
Lightning Tower for use ing the Xevio game
This project was a true test of how fast I could ramp up. I was brought onto it during the tail end of the production cycle. My duties were to take existing content of three games and make the games look and feel as if they were of the same theme. This content consisted of 3D models, UI and levels/environments. In a short amount of time I was able to pull it all off; it was a very satisfying venture.
Xevio Lightning Tower
Lightning Tower for use ing the Xevio game
Here is one of many environmental obstacles within Xevio. This model (243 polygons) and took 3 hours to model, texture and animate.
Bandit
Xevio One Armed Bandit
This nasty adversary, One Armed Bandit, is stylized after the 50s Science Fiction movie style where all the ships are kooky and fun. This level in Xevio is titled "The One Armed Bandits from Deep Space!!!"
Xevio UFO
Xevio UFO
In Xevio, this is the user's spaceship. The wings have two stages for maneuvering. The first stage extends the wings out and controls standard navigational motions of, left, right, forward, and backward. The second stage extends out and expands the wings which controls the Super navigational motions.
Dock Worker
Dock Worker Model
This guy has 5 animations that were motion captured and produced with the Vicon 7-Camera Optical System. The initially captured motions were cleaned up using Bodybuilder. Then the .C3D/.CSM files were imported into Character Studio 4.2 where further processing was done to create a smooth looping transition for each animation. Finally, all 5 animations were strung together into one animation and exported into the Wildtangent web engine.
Dock Texture
Dock Worker Skin
The master file is 1025 x 1025, while the output file used in the game will be one fourth that size. It is always better to work larger whenever possible.
Muscle Joe
Muscle Man Joe
This model is part of the new realistic style for the revamping of Vigilante Justice. The goal of Joe is to see how the VJ 3D engine handles the new look and see if a segmented model can still look good with a lot of detail while animated.
Globe Swift
Globe Swift
This plane was made in Gmax to be exported in to Microsoft Flight Simulator 2002.
Wood Box
Wooden Box
This is all hand painted in Photoshop. This box will be part of a mod for Neverwinter Nights.
Medieval Door
Midieval Door
This is all hand painted in Photoshop. This door will be part of a mod for Neverwinter Nights.
Tigger
Tigger Model and Skin
I used the processes of spline modeling in 3Ds Max to make the torso and box modeled the head. He is part of a project using Blitz 3D game engine. Shown is the low poly model altered with a mesh smooth modifier for 2D game promotions. Coming soon: a how-to tutorial for creating Tigger...
Explosion
Explosion in frames
This explosion was made in 3Ds Max then exported as individual frames in the Targa format prior to being assembled in Photoshop.
Tiled Texture
Texture
This is a hand painted brick in Photoshop. I blocked off the original tile to the upper left.
Tiled Texture
Texture
This is a hand painted sand in Photoshop. I blocked off the original tile to the upper left.