Published Work - Warhammer Online
(Mythic Entertainment - EA):


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.

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Warhammer Online Show Reel Assets:

 

Asset Breakdown: The City of Praag

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 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

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.

 

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:

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Final Project: Medieval Library Interior

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

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

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.