Always working on stuff. Even married with a kid on the way, I'm working on stuff. Give you a bit of an example of where my head was at the Past decade: 2005 - 2007 Projects at work: Tony Hawk, Gun, FarCry All semi-realistic type games in terms of subject Matter. I really went hard at Dominance War, and Comicon contests.…
Finally! We are extremely happy to announce to you our next video game art challenge here at Polycount: the Escape In many ways this challenge will be an experiment for us; Usually we have very tight-knit rules & specifications for our contests and a very specific theme. This time around we wanted to offer you guys a…
Looking for volunteers that seek to create works better than themselves, people in need of a reel. People that want to see their creations come to life in a more dynamic form of art. Work in progress, expected release February 5, 2015. 2-3 minute short for Steam Greenlight Game Unnatural Selection - 2013 Microsoft U.S.…
Now that I have your attention, the title of post is true. I will not explain how up here. Looking for volunteers that seek to create works better than themselves, people in need of a reel. Work in progress, expected release February 5, 2015. Steam Greenlight Game Unnatural Selection - 2013 Microsoft U.S. Imagine Cup…
Team name: Team ETHERELL Project name: Legends of Etherell Antavia Brief description: Our game pushes the elements of traditional massively multi-player role playing games to their limits; offering over-the-top-action, an epic story saga, and the ability make game altering choices. The game features a real-time combat…
Face-Weighted Normal Modelling Workflow for Large-Scale Environment Props Hi again. I'm going to use the jet engine that appears in my finished scene to give a run-through of the Face Weighted Normal method (FWN from here onward) used to model the large props. To see the FWN workflow in practice, check out Star…
I am currently a 3D Modeler/Animator at Lighthammer FX doing mostly hardsurface environment assets and VFX. I switch hats often (as you usually do at smaller studios). Early years Throughout the 25 years I spent diving through various interests, a similar theme was prominent through each phase: the NEED to create. Looking…