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Land of Koz

Online Portfolio of Eric Kozlowsky - Art Director & Artist
  • Art Direction
  • Work
  • Personal Artwork
  • Photography
  • Resume/About

Lynked Banner of the Spark

Role: Art Director

An action RPG with Rogue elements and cozy town building elements. While the majority of my time was spent directing the team, reviewing assets, and planning; being a smaller indie team meant that at times I would help out creating assets like props, weapons, even concept and marketing art.

CUL_Weapons.jpg
HolidayWeapons.jpg
 For our fishing minigame we had over 100 fish to create, I came up with the idea to have our concept artist Arthur create illustrations that could be directly mapped onto mesh. Thus cutting down on the production time to create these. While the majo

For our fishing minigame we had over 100 fish to create, I came up with the idea to have our concept artist Arthur create illustrations that could be directly mapped onto mesh. Thus cutting down on the production time to create these. While the majority of the fish were created via outsourcing partners I did get a chance to create a handful myself.

 Using kits and assets created by our talented team I would sometimes help out with set dressing/world building duties.

Using kits and assets created by our talented team I would sometimes help out with set dressing/world building duties.

LevelArt_02.jpg
LevelArt_03.jpg
 As a huge fan of action figures and their colorful and vibrant packaging, when it came time to come up with collectables for the game I lobbied for in universe action figures of our various characters. Coming up with blister packs, and boxes as well

As a huge fan of action figures and their colorful and vibrant packaging, when it came time to come up with collectables for the game I lobbied for in universe action figures of our various characters. Coming up with blister packs, and boxes as well as the various graphics that went on them was a load of fun. Having amazing artwork from our artists to work with made the process very smooth as well.

 Way before we had even hired UI/UX designers and artists on the team I did some very early look dev on what our game HUD could look like. While this was never meant to be final art, only something more polished than programmer art, I was still happy

Way before we had even hired UI/UX designers and artists on the team I did some very early look dev on what our game HUD could look like. While this was never meant to be final art, only something more polished than programmer art, I was still happy with the designs.

 Although we never got to see it put into production, I created this proof of concept render for what a Vinyl version of our soundtrack could look like.

Although we never got to see it put into production, I created this proof of concept render for what a Vinyl version of our soundtrack could look like.

 Being a child of the 80s I had to put a nod to a magazine advert that I distinctly remember having an impact on me as a kid.

Being a child of the 80s I had to put a nod to a magazine advert that I distinctly remember having an impact on me as a kid.

Megalodon VR

Starbreeze/Defiant Studios

Content Released: March 2020 for Location based VR experiences.

Role: Art Director

Megalodon VR was my full time project at Defiant Studios. It was a fairly simple VR Experience with the conceit of traveling back in time to fish for prehistoric dinosaurs. I came up with the concepts and created the fishing rod, fishing platform, UI, and Logo. I Art Directed and managed the outsourcing of the fish, as well as the in house creation of the environment.

Megalodon VR Trailer

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Megalodon VR Fishing Rod
Megalodon VR Fishing Rod

The fishing rod went through a few variations based on feedback using various VR control methods.

Megalodon VR Fishing Platform
Megalodon VR Fishing Platform
Megalodon VR Casting UI
Megalodon VR Casting UI

In game ui prompts to teach the player how to play the game.

Megalodon VR Catch Status UI
Megalodon VR Catch Status UI

Post game status update UI to show the player how they did.

Warframe

Digital Extremes/Defiant Studios

Content Released: April 2019 for Playstation 4, XBox One, Nintendo Switch, and PC

Role: Senior Artist

While working at Defiant Studios we took on some work for Digital Extremes’ Game: WarFrame. I was tasked with designing and creating a boss for their Plains of Eidolon expansion. I was provided with a rough low poly base mesh and I expanded upon it.

The Grineer Gun was meant to be a purchasable item but it was ultimately cut.

Tusk Thumper
Tusk Thumper

*This wallpaper was created by Digital Extremes and featured on their website to announce the expansion.

Tusk Thumper
Tusk Thumper

*This wallpaper was created by Digital Extremes and featured on their website to announce the expansion.

Tusk Thumper
Tusk Thumper

*This wallpaper was created by Digital Extremes and featured on their website to announce the expansion.

Tusk Thumper
Tusk Thumper
Tusk Thumper
Tusk Thumper
WARFRAME: Grineer Hellion Elite RPG
WARFRAME: Grineer Hellion Elite RPG

With Art Direction from Digital Extremes, I worked on this Grineer gun and alternate skin. Unfortunately it was never released.

WARFRAME: Grineer Hellion Elite RPG
WARFRAME: Grineer Hellion Elite RPG
WARFRAME: Grineer Hellion Elite RPG
WARFRAME: Grineer Hellion Elite RPG

Indivisible

Lab Zero Games/505 Games

Released: October 2019 for Playstation 4, XBox One, Nintendo Switch, and PC

Role: Lead Environment Artist

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
Temple Proof of Concept
Temple Proof of Concept
Temple Proof of Concept
Temple Proof of Concept
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.

Rotoscope Models
Rotoscope Models

Drawing consistent hard surface objects for animation is incredibly difficult. To make it easier on the animators I modeled a lot of hard surface objects that I rendered out in 360 degree png images that they could draw over in the games style.

Environment Mood Boards
Environment Mood Boards

I was responsible for coming up with the overall tone and direction of the environments for both in house and outsourced concept art. These mood boards were meant to give artists a jumping off point when they began their tasks.

Donkey Kong Country Tropical Freeze

Retro Studios/Nintendo

Released: February 2014 for Wii U , and Nintendo Switch (2018)

Role: Artist Level 3

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.

Mountaintop Tussle
Mountaintop Tussle

I got to create the boss arena for Skowl, which is a three staged fight. It was really fun to come up with the concept for a temple/gladiatorial arena of sorts.

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”.

Props
Props

Various props used in the game. I was very excited I got to include an Easter egg in the form of a tank from Super Mario Bros. 3 in one of the levels.

Uncharted 3 Drakes Deception

Naughty Dog Inc/Sony

Released: November 2011 for Playstation 3

Role: Environment Artist

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.

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 .

UNCHARTED 3: Drake's Deception - worldwide reveal trailer
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Lynked
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Megalodon VR
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Warframe
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Indivisible
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Donkey Kong Country Tropical Freeze
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Uncharted 3 Drakes Deception

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