Exterior Ruins

Exterior Ruins

This was a very early test during pre-production to see if the usage of normal maps would yield a look we could move forward with. Ultimately we decided this is not the right direction for the look of the game.

Exterior Ruins Wire/Shaded

Exterior Ruins Wire/Shaded

This was a very early test during pre-production to see if the usage of normal maps would yield a look we could move forward with. Ultimately we decided this is not the right direction for the look of the game.

Temple Proof of Concept

Temple Proof of Concept

This was a very early test during pre-production to see if the usage of normal maps would yield a look we could move forward with. Ultimately we decided this is not the right direction for the look of the game.

Temple Proof of Concept

Temple Proof of Concept

This was a very early test during pre-production to see if the usage of normal maps would yield a look we could move forward with. Ultimately we decided this is not the right direction for the look of the game.

Village

Village

During Pre production we explored creating all the background art in full 3D. However this was later abandoned in favor of a 2d matte painting approach.

Mass Effect Andromeda: Modular Satellites

Mass Effect Andromeda: Modular Satellites

A selection of satellites that could be made using a very few set of pieces to create variety. I made some early textures just to get scale and mapping.

Mass Effect Andromeda Asteroids

Mass Effect Andromeda Asteroids

Various celestial bodies for scenes where you pilot the Tempest through space. Sculpted in Zbrush and created the textures in substance painter.

Meltdown Mayhem

Meltdown Mayhem

Responsible for world building, level layout, modeling and some textures.

Mangrove Steamship

Mangrove Steamship

This piece while not fully seen in the game served as the template for all the "man made" architectural pieces in the Mangrove Cove levels.I did all of the modeling and some of the textures.

Windmill Hills

Windmill Hills

Windmills used throughout the Autumn Heights set of levels, Modeled by me, and textures were a collaboration between myself and another talented Retro Studios Artist.

Windmill Hills

Windmill Hills

For this level I did all of the world building and layout, modeling and a large variety of textures. Some assets such as the pine trees, and rock textures were created by other talented Retro Studio artists.

Level Diorama

Level Diorama

This diorama was an unlockable in the game contructed using assets from the Level Horntop Hop. The stone owl statues, grass and tree canopy textures were created by other talented Retro Studios artists.

Fruity Factory

Fruity Factory

Responsible for world building, level layout and modeling. Textures were created by other talented artists at Retro Studios.

Aqueduct Assault

Aqueduct Assault

Models and textures for the level Aqueduct Assault which was loosely based on a level featured in Donkey Kong Country Returns.

Sea Breeze Cove assets

Sea Breeze Cove assets

Various models and textures that were used across all of the levels featured in the Sea Breeze Cove “world”.

Uncharted 3 Reveal Trailer

Uncharted 3 Reveal Trailer

Was responsible for working with animators to model the sand dunes for the scenes in the reveal trailer. https://youtu.be/DHHcM6aHPnE

Yemen Vista

Yemen Vista

Modeled buildings, mountains and props for the vista in the Yemen Single and multiplayer levels. Textures were created by other talented artists at Naughty Dog.

The Settlement

The Settlement

Early planning and layout for the Chapter 19 level. I was responsible for level layout and modeling. I also delegated what assets were needed for outsourcing, as well as providing feedback to my Art Director on the quality and revisions needed for said outsourcing assets. Level was later taken to completion by Adrian Castro.