I began working at Mythic Entertainment just before Warhammer Online started production. I am very proud to have been part of this ambitious title that is truly epic in scope.
I started work as a fixture artist (man made structures) and worked as a lead environment
artists during the last year or so of the project.
Warhammer Online Show Reel:
I just put together a show reel of some of my stuff in game. It features many environment structures that I created while working on the project as both a production artist and lead.
!!! Error: Enable "active content" to view embedded video. !!!!
Warhammer Online Show Reel Assets:
Modeled and texture this portion of the dwarf starter area.
Modeled and textured this asset.
Helped direct the Greenskin starter area. Created many of the assets seen here.
Modeled and textured many Greenskin assets early in production to help establish their style.
Created many of the Mourkain art assets establishing their look.
Modeled and textured many Greenskin assets including the one seen here.
Directed the production of Praag with a extremely small team. Production on fixture assets was only a few weeks long. Planned, modeled and texture 90% of Praag environment assets creating a entire city.
Directed the re-vamping of world art inside the Mount Gunbad dungeon. Established the look and feel as well as modeled and texture portions of the updated look.
Directed the revamping of the Chaos Wastes zone. Planned out many assets and directed their production. Model and textured the ruin pieces seeen here.
Modeled and texture the large Chaos worm inside the Chaos Wastes zone.
Modeled and textured the viking ship seen here.
Modeled and textured these peasant building establishing style.
Asset Breakdown: The City of Praag
In game screenshot of the city of Praag.
Wireframe shot of some of the buildings I created for the city of Pragg.
Some of the textures I painted from scratch used in the city.
Some of the textures I painted from scratch used in the city.
I created many of the structural assets used in the city of Praag. The city was made in a short period of time with only three artists (myself as one). I directed the fixture production and established a tiling set workflow used for various buildings, foundations, and other props.
Asset Breakdown: Chaos Wormhead
In game screenshot of the chaos wormhead.
Wireframe of the model.
Some of the hand painted textures I made.
Some of the hand painted textures I made.
In game screenshot of the city of Praag.
One of my favorites I made just because of how fun and challenging this was. This model is huge, a few stories tall. It's situated in the Chaos Wastes which is a zone I helped direct during a revamp period. The texturing is quite tricky because it had to be high resolution at the bottom where players are but low resolution higher up, so many of these textures are aligned on multiple UV's and blended together seamlessly.
Asset Breakdown: Viking Ship
In game screenshot of the model.
Wireframe render of the model.
Wireframe render of the model.
Some of the textures I created.
This asset was great fun to put together. It's a viking long ship used in the waters and docks of chaos influenced areas.
Other areas I have made significant contributions to:
For about a year I directed the production of outsourced assets providing daily feedback, paint overs, and sharing knowledge with the artists there. The majority of High Elf, and Dark Elf assets where outsourced, as well as assets from all reces. I visited the Shanghai studio for three weeks to provide hands on training and feedback to all world artists there.
Provided art direction to in house and outsourced artists creating environment assets in seen here.
Provided art direction on nearly all outsourced High Elf structures.
College Work (old stuff now):
I graduated from Full Sail Univerisity in April 2004 attending the computer animation program. Below is some of the work I produced in that time.
Full Sail Demo Reel:
!!! Error: Enable "active content" to view embedded video. !!!!
Download Higher Quality Video
Final Project: Medieval Library Interior
Final Project: Medieval Library Renders
Final Project: Medieval Library Renders
Final Project: Medieval Library Renders
SFinal Project: Medieval Library Renders
Final Project: Medieval Library Renders
Final Project: Medieval Library Wireframe
This was my final project for school. It was all created in maya and photoshop by myself based upon concepts from my good friend Peet Cooper. I spent around 7 weeks creating this scene of about 120,000 polygons.
Final Project: Corridor Environment
Final Project: Medieval Library Renders
Final Project: Medieval Library Renders
Final Project: Medieval Library Renders
SFinal Project: Medieval Library Renders
Final Project: Medieval Library Renders
This was made fairly quickly at the very end of my class. I wanted to add something non-fantasy to my reel but nothing overly realistic. This was made in about a week or two based on my own concepts. Total polycount is at around 7,800 polygons and 18
textures were used ranging mostly from 128-256.
Game Project: Fates Forgiven
Final Project: Medieval Library Renders
Final Project: Medieval Library Renders
Final Project: Medieval Library Renders
SFinal Project: Medieval Library Renders
Final Project: Medieval Library Renders
Final Project: Medieval Library Wireframe
Fates Forgiven was a multiplayer CTF game project I worked on with three artists and a group of programmers attending Full Sail. I worked with Peet Cooper to create this level over a few month long period during my spare time. I generate about 50% of the models and textures in these renders.