Friday, July 1, 2011






Here is a mini slice of our work flow on BOOM! GreyBox/Indications/Paint Over/In game



Here is a mini slice of our work flow on BOOM! After discussing the location with the creative director, I then meet with the art lead and environment lead. I communicate the creative directors intent for the level and what I have in mind as far as design and game play. We brain storm for an hour and I begin construction of

Thursday, June 30, 2011

Posted below is some design work for Reich. I utilize 3D studio max to create rapid prototypes of level layout to more clearly illustrate game play ideas I have.

Wednesday, June 29, 2011







Reich was a game great that never was. Unfortunelty, as part of a global restructuring after the acquisition of Ignition by UTV the project was cancelled. Here are some docs I created to illustrate proposed game play. I have some fairly large videos of ingame walk thoughs I can provide on request.



VDUB. Here is quick little model I created for a mario kart racing game for the iPad, I came up with. I'm working on the GDD and will post a link to it when I get it finished. Basically I just wanted to prove out the art style. Take a preexisting vehicle, pull the roof up 30% and sit the body onto a kart style chassis and wheels. This way we have a defined method to ensure a unified feel when working with different art vendors. All we have to do is add attach nodes for the weapon pick ups and vfx and drop it in. Here are the results of my test. Modeled in Max and rendered in Mental Ray.








Sao Paulo MP map. This is a MP I designed for F3AR. In this map there is a central market area surrounded by 2 layers of elevated ground. I placed a church and cemetery on the north side with a ware house district to the south. To the west I created a large over head highway span and to the east are cliffs. This A symmetrical layout in a symmetrical map helps the player easily get his bearings and identify their location instantly. This map has a mix of tight corridors and open spaces. I wanted to create a map that worked for death match and ctf game types. This map provides very risky short routes across as well as safer flanking routes to each side in which the building lay out helps break the lines of sight allowing players to loose opponents when being chased.



Oil Rig MP map. With this map I was given a partially finished layout from sketch up. I rebuilt the sketch up model in max using instanced tiles where possible. I broke the scene down into assets and managed the reintegration process. I also helped in creating many of the architectural wall models materials.




When F3AR was in preproduction we were asked to do a proof of concept. These images are of the Sao Paulo level. I created the level design and preliminary models, redistributed those assets to the art team and managed the reintegration process.



As well as creating still life scenes from photos, I like to model buildings from CAD files. My father in law is an architect so I have a great source for getting these files. I think this is a great way to really tune your eye to realistic proportions.


In this end sequence we wanted to reveal the destroyed city. Again I composed a grey box cityscape and broke the scene down into assets. I redistributed those to the art team and managed the reintegration process.


Here are some images of the end sequence that replaced the airplane interior. In this version the story ends at the terminal. I used the same airplane asset as the previous version but designed a terminal layout. I wanted it to have an epic "wow" feeling so I wanted to compose the scene around a plane that had crashed through the terminal with out obstructing the players navigation. In this scene I created and composed the layout, then broke the scene down into assets. I redistributed those assets to the art team and managed the reintegration process.


Here are a couple more shots of the airplane interior.

Tuesday, June 28, 2011


Here is the in editor version of the plane interior.

Here is the finale of one of the airport levels in the game. This was later substituted for another version I will post later. I was responsible for taking a preexisting airplane model and doing a destruction pass on it. I set up the lighting and mood as well as roughed in the shape. I then redistributed the assets to a team of artist and then reintegrated them back into the level. Here is a screen cap of the end sequence.

F3AR

Congratulations to all the guys over at Day1 in both the Chicago and Hunt Valley studios. They did an excellent job with the latest title in the FEAR franchise! I spent a few years working with them
as a designer and world builder. I will post a few images of some of the work I contributed and a brief description of each.