アート情報 :このアートはLollipop Chainsawといろいろなゲームからの作品です。
SQUARE ENIX: From 2022 - 2023 I had the great pleasure to help sculpt some exciting things for square, I'm excited for you all to see it!
THE FOREVER WINTER: In 2022, I helped create several characters for this upcoming game. The stills here are from the reveal trailer.
LOLLIPOP CHAINSAW:
Client: Grasshopper Manufacture / 2011 (off site)
Director: Goichi Suda / James Gunn
Lollipop Chainsaw was an xbox 360/ ps3 title that was directed by Goichi Suda (director of Killer 7 and No More Heroes) and written by James Gunn (director of Guardians of the Galaxy).
I was responsible for creating the boss character, Josie. I created the high resolution asset for this character as well as the game ready asset. Some adjustments were made to the game asset face at some point to better integrate it into the style of that world.
Human Element:
Client: Robotoki (on site)
Title: Human Element
Creative Director(s): Robert Bowling / A.D. - Simon Unger
While at Robotoki, I served as senior character artist as well as acting lead until Mark Dedecker came on as a full time lead. My responsibilities included creating high resolution assets that would function as the testing ground for CryEngine integration, creating the quality benchmark for our game, helping to create the asset pipeline, and helping to R&D the asset swapping system with Joshua Ochoa and Chris Gillett.
Below you will see the base male that I created as well as clothing and character class variants. Initially, we used CryEngine but at the end switched to Unreal 4, as well as a different visual style. Unfortunately, the game never shipped, but I am still proud of what our team accomplished as well as the work I did. You can see the new direction the game was taking via the launch trailer here.
As a p.s., marvelous designer was not used on the cloth. This was sculpted from scratch. The skin textures were created using a combination of painting in zbrush and painting in photoshop. No photos were used.
SOLDIER DEMO:
Client: Motion Logic
The soldier was created for Motion Logic. I was tasked with creating the hi and low res assets for a game demo.
GIRL FIGHT:
Client: Kung Fu Factory
Title: Girl Fight (XBLA, 2012)
While at Kung Fu Factory, I helped to create three of the eight characters for the fighting game, Girl Fight. Based on the sculpts that are shown, you can see that each face was originally going to be more realistic, but we later went with an 'anime-style' head that was modeled and textured by artist Dean Kubina (as represented by the in-game shots). Each artist modeled and textured their assigned assets as well as played the role of concept artist in terms of making the concepts a bit more complete.
RYSE: SON OF ROME
Client: Crytek (off site)
Title: Ryse: Son of Rome
Director(s): Cevat Yerli
On Ryse, I sculpted a small handful of weapons for the barbarians. I created both hi and low resolution assets, and out source manager, Chris Goodswin, helped me integrate them into the CryEngine game engine, as working with builds from offsite became rather tricky.
Supremacy M.M.A. Unrestricted (2011) & Bellator (2012)
Client: Kung Fu Factory
Supremacy M.M.A. Unrestricted: I was tasked with creating a the character of Novell Bell for this P.S. Vita title.
Bellator: For Bellator, the head rigs only worked if the head geo mirrored the facegen proportions (which are so so at best). I was tasked with detailing/likeness sculpting on top of geo exported from facegen without changing position of the eyes/nose/mouth/cranium etc.
アート情報 :このアートはふたつロックスターゲームTable TennisとRed Dead Redemptionからの作品です
Client: Rockstar Games (in house)
Title: Rockstar Presents: Table Tennis (Xbox 360, 2006)
With Rockstar Presents: Table Tennis, I created 10 of the 11 characters that were represented in the final game. I was responsible for the characters faces, hair shaders, and bodies. The cloth sim and other technical fixes was set up by the character TD, James Graham. Shader tuning and art direction was spearheaded by Jason Castagna.
Client: Rockstar Games
Title: Red Dead Redemption (Xbox 360/PS3, 2010)
After completing Rockstar Presents: Table Tennis, I rolled on to Red Dead Redemption for a little over a year before I left the studio. In that time, I created quite a few characters, some of which I don't think made the final cut of the game, others of which I've only been able to find in various screenshots across the internet (Rockstar isn't big on letting artists show actual asset work outside of engine).