Thursday, September 1, 2016


Here are some vehicle designs I made for a cancelled game I was art director on:








Wednesday, August 17, 2016

The final moon for Tarken Glacier and some Zbrush iterations and initial thumbnails. 









Some more work from Rift 3.0 Nightmare Tide (characters by Sven Bybee/Chris Bennett).



  Design by me.







Friday, June 10, 2016

Atlas Reactor Art

Atlas Reactor - Evos Lab

     Deathmatch arena for Trion Worlds' grid/turn based MOBA Atlas Reactor. I was responsible for modeling/texturing the centerpiece/specimen tanks/walls, floors and structure as well as lighting and putting together the entire scene. Jason Colombo modeled and textured the majority of the cover pieces on the floor except for the centerpiece. The design of this arena was based on concepts by Sven Bybee. Some of the creatures in the tanks were designed by Jason Pichon.



 

 

 










 Lots more to come.


Sunday, March 29, 2015

Rift Porticulum Concepts


Here are a few thumbnails and two of the final breakdown concepts for Nightmare Tide. 







Monday, March 11, 2013

Rift Dungeons; Hammerknell Process



Hammerknell was one of the best dungeons in Rift in my opinion.  I had the privilege of designing and executing one of Hammerknell's chambers.  I was given a LOT of freedom on this room and was basically just told to design a compelling room with statues. 
 I wanted to make sure the room could showcase the statues well and still have a good sense of direction, guiding the player to reach the top tier and advance to the next chamber.
I quickly mocked up the space for the room.  Usually I take a few tries to get something that  I like.  At first the verticality was completely underplayed.  Even though this was just one room I still wanted the player to feel like they were fighting to reach a difficult goal.  Adding more height to the tiers and elevating the end goal chamber made for more of an uphill battle and also allowed me to show off all the different kinds of statues I would eventually make.
When given the chance to execute my own designs I'm always conscious of shape hierarchy   I want the biggest shapes to read clearly from far away and compel the player to view up closer where I would put more nitty-gritty details.  Here are some original designs I was able to crank through and get into this room:
Implemented:

Maybe the most American model I have ever made:
 Implimented:





Sunday, March 10, 2013

Caterpillar Model


Here is a fun piece that I got to do.  Its a mutated caterpillar concepted by Doug Nishimura.  This almost didn't make it into the expansion due to the rigger/animation team being swamped with higher priorities but I managed to sneak it in to Ardent Domain as a spore infested corpse.
5000 tris