View Trailer Designed world layout, created terrain , distant terrain and textures. Developed palettes to support theme. Placed all roads, flora and props and designed and built parks and cemetery using Sims 3 editor.
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View Trailer Designed world layout, created terrain, distant terrain and textures. Placed all lots, roads and props. Created flora using Speedtree and placed in world. Built parks, scuba diving venues, and some lots.
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View Trailer Contributions were minimal as I was working on another world project but modeled a few props, including a burned Victorian house and a train station, and was consultant for technical issues.
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View Screens Designed world layout, created terrain, distant terrain and textures. Using Maya, modeled modular wall units and gates to surround city; placed all props, roads and flora.
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View Screens Prototyped method to create 'fake' houseboats which were then included in the world. Built out world areas, finessed off lot terrain painting and modeled and placed some props and all flora.
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View Trailer Designed world layout, created terrain , distant terrain and textures. Placed all roads, flora and props and designed and built out off lot areas. Created unique flora and placed in world.
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View Screens Mentored colleague to learn tools for world terrain and distant terrain creation. Pushed Speedtree parameters to create unique 'alien' flora and placed throughout world while building out off-lot areas.
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View Trailer Designed world layout created terrain , distant terrain and textures. Modeled and placed props, placed all roads and flora. Designed and built parks and off-lot areas.
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View Trailer Developed unique flora and placed in world; built out off-lot areas and placed fog FX to create swamp; final finessing using terrain editor.
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View Trailer Designed world layout, created terrain , distant terrain and textures. Placed all roads, flora and props, modeled props and built out all off-lot areas. Designed and built some lots using game editor.
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View Trailer Modeled props, distant terrain, and placed in world. Built out off-lot areas. Created flora using Speedtree and placed in world.
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View Trailer Established world palette and textures, created all flora using Speedtree, modeled and placed distant terrain, modeled and set visual standard for 'rabbitholes'. Placed props and built out off-lot areas.
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View Trailer Developed enhanced distant terrain for illusion of a more open world. Modeled props and flora and built out world areas.
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View Screens Participated in photo shoots to gather reference, created model textures/drove standards for consistent pixel density. Placed flora and built out off course areas.
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View Screens Developed color and texture palette for world terrain, created textures for world props. Built and concepted special 'dark' vignette, wrote environment scripts for some special FX.
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View Manual PDF Wrote and laid out graphics for the Tomb Raider Level Editor User Manual. Helped with tutorial level built in conjunction with user manual.
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View Trailer Worked closely with story and level designer (genius Phil Campbell!) to create new textures. Introduced well received new and colorful sky dome textures.
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View Screens In this game, also known as 'Unfinished Businsess'
in the UK, I worked closely with story and level designer (genius Phil Campbell!) to create the new textures for this special Tomb Raider add-on. |
Game design and development have come a long way since these games were published! I contributed splash screens, concepts, interface graphics, models and a few simple animations.
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