Business Logo

Created this logo for an acquaintance to be utilized in the creation of various promotional materials for their business (ie. cards, web banners, etc.).


Kixeye

Assets that were created at Kixeye for War Commander UI (images captured from in-game):

"Buy Gold" Modal

Operation "Halcyon" assets and icons:




A Colorful UI mockup for mobile

A UI mockup for a mobile game using a new kind of style that incorporates warmer, more saturated hues and "colorful", slightly cartoony themes. Created UX document that shows the arrangement of UI elements for this mockup and how they function in-game. Background image is from another UX template.

A Test

Well, that is what it was. A UI Test made for KIXEYE, which I did indeed pass. :)

Cool New UI Art

I seem to have developed quite a knack for creating UI. Collaborated with the great Chris Turner once again to build two nifty looking HUD UI designs for something really cool.

iPad Slot Game UI Design

Utilized Adobe Photoshop, Illustrator and Flash to edit, convert and implement an iPad UI/HUD design layout for Asylum Labs' Lucky Ace Slots game, covering three different themes. Special thanks to Chris Turner for his exceptional guidance and supervision of this undertaking.

Created a fourth 60's themed layout for both iPad and iPhone using Shawn Nelson's groovy art.

Slot Machine

A slot machine I made as a freelance project. Enjoyed playing with the Reflections. Vector art for the middle screen created by Erin Fusco and Megan Mission. Top and bottom graphic screens were made by myself through arranging and editing elements from the middle screen in Adobe Illustrator.




Shadow of the Eternals Kickstarter Marketing Images

Took the initiative to create a set of Marketing images showcasing the rewards for pledging to the project at the showcased tiers. These ended up being very well received by the team and approved by the Art Director, Shawn Jackson, to be displayed on the Kickstarter page itself (scroll down to the Reward Tiers section to see them all). Here is small sample of them:



Chronicles of the Order Timeline

A Timeline image created for the Chronicles of the Order online newsletter covering Shadow of the Eternals and the kickstarter campaign. Credit and ownership of the Aelanoic Rosette design belongs to Precursor Games. 

Real world objects (updated)

A few assets that were created based off of Real-World Reference Images (utilizing normal maps generated off a high poly mesh and projected onto a low poly model) rendered within the Marmoset Toolbag real-time material editor and presentation tool:


Streetlight in Marmoset (unlit and lit)
Streetlight high and low poly mesh
Hydrant in Marmoset
Mailbox in Marmoset

Mailbox wireframe
Mailbox Diffuse
Mailbox Normals

Electronic Arts/Maxis Assets

Assets created for EA/Maxis:

Darkspore alien flora in-game
Alien "eggplant" wireframe
"eggplant" Diffuse
"eggplant" Normals
"eggplant" Glow Map (utilized in Alpha channel of Normal Map)
Alien "mushroom" wireframe
"mushroom" Diffuse
"mushroom" Normals
"mushroom" Glow Map
Decorative objects for Unannounced project
Object wireframes

Breaking Ground!

At last, UDK construction has commenced! One man operation and all. Need to start building facades for the walls/floors/etc. In addition to continuing to tweak the materials on the static meshes themselves (normal map improvements, emissive animations, reflection mapping eventually, etc.).

Level partially blocked out and populated with first assets

Will pursue vertex baking to break up obvious duplication/tiling

Next puzzle piece

A support. As I get more of these done I'll start putting them into Unreal and building up the scene.


Support structure from Eric Topf on Vimeo.

non-powered and powered
Up close


Just one piece of the puzzle

This is the first piece (of this scene here) that is now ready for Unreal. Used this model as a testing ground for working with the very handy tool xNormal (combined with CrazyBump) to create the Normal, Specular and Displacement/Height maps.

A small video turntable from Marmoset:


Images rendered from within Marmoset

The Diffuse, Normal, Specular and Displacement maps

The low-poly and high-poly models

Maya mental ray lighting

Testing out some mental ray lighting techniques
Daytime (High Noon)
Early evening
Nighttime (Full Moon out)

Interesting assets

A few of my interesting older pieces.
Skyscraper Daytime (5747 polys)
Skyscraper Nighttime
Command Tower (3792 polys)
Dynamo (6000 polys)