Dead West - FIEA Capstone Project
I came onto the "Dead West" project at the end of its preproduction schedule and was assigned as lead character artist. My tasks included modeling characters with strict poly limits from preexisting concept art, UV unwrapping, sculpting in Zbrush, and texturing, both independently and via collaboration with other artists on the team. The game itself was made with the Trinigy Vision engine.
"Dead West" is an isometric tower defense game where players assume the role of Jack Dixon, a wild west trick shooter defending a caravan from hordes or undead rodeo and carnival workers. It combines elements of classic RPGs like "Diablo" with the shooting style of "Alien Swarm."
I worked closely with Ashlee Hynes, our character concept artist, in order to bring to life the excellent preproduction work in "Dead West."
"Dead West" is an isometric tower defense game where players assume the role of Jack Dixon, a wild west trick shooter defending a caravan from hordes or undead rodeo and carnival workers. It combines elements of classic RPGs like "Diablo" with the shooting style of "Alien Swarm."
I worked closely with Ashlee Hynes, our character concept artist, in order to bring to life the excellent preproduction work in "Dead West."
Erado - FIEA Capstone Project
"Erado" was the first capstone project I worked on at FIEA. I was the Art Lead, directing a small team of artists with weekly checkpoints, creating schedules, and interpreting producer demands and faculty feedback to create a cohesive vision of the game world.
In "Erado," players assume the role of a powerful demon of entropy and decay. However, there's a catch: the Demon is really only the figment of an orphaned girl's imagination; she is the only one who can see and hear the demon. Inversely, the Demon can interact directly with the environment, decaying buildings and other structure's that impede the Girl's progress. In essence, the Girl serves as a mobile health pool for the player, one that must be escorted and protected by the player. It's up to the Demon to clear the way and create environmental hazards to trap or otherwise incapacitate enemy soldiers.
Preproduction lasted only 2 months, during which our team produced a playable "vision" of what our game might someday be like, complete with fully-realized characters and a conceptual "playground-style" environment for the Demon's decay powers; unfortunately, "Erado" was canceled shortly after this vertical slice. Although we presented a playable demo of our world with several interesting concepts, the faculty held the final say, citing logistical concerns over a game with such a daunting technical scope.
In "Erado," players assume the role of a powerful demon of entropy and decay. However, there's a catch: the Demon is really only the figment of an orphaned girl's imagination; she is the only one who can see and hear the demon. Inversely, the Demon can interact directly with the environment, decaying buildings and other structure's that impede the Girl's progress. In essence, the Girl serves as a mobile health pool for the player, one that must be escorted and protected by the player. It's up to the Demon to clear the way and create environmental hazards to trap or otherwise incapacitate enemy soldiers.
Preproduction lasted only 2 months, during which our team produced a playable "vision" of what our game might someday be like, complete with fully-realized characters and a conceptual "playground-style" environment for the Demon's decay powers; unfortunately, "Erado" was canceled shortly after this vertical slice. Although we presented a playable demo of our world with several interesting concepts, the faculty held the final say, citing logistical concerns over a game with such a daunting technical scope.
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Together in the Dark - FIEA Game Prototype
I consider "Together in the Dark" one of the best game projects that I've ever been a part of. It was the first project that I worked on at FIEA, part of the game prototyping phase of the program. This prototype was constructed in two weeks with two artists (myself and Li Fan), two producers (Christopher Darin and Andrew Bertino), and one programmer (Jerad Dunn). The game was entirely Flash-based.
"Together in the Dark" is a two-player cooperative game. Two astronauts must help each other escape a crashing space station by using voice chat to navigate around hidden dangers. However, they are both in separate sections of the station; player 1 has player 2's map (which not only shows the exit but all of the lethal hazards), and vice versa. Their only source of light is a rapidly diminishing flashlight... and using voice chat also drains their batteries! How well can you communicate with as few words as possible while still ensuring the safety of another? Part game, part social experiment, "Together in the Dark" was an absolute joy to design.
"Together in the Dark" is a two-player cooperative game. Two astronauts must help each other escape a crashing space station by using voice chat to navigate around hidden dangers. However, they are both in separate sections of the station; player 1 has player 2's map (which not only shows the exit but all of the lethal hazards), and vice versa. Their only source of light is a rapidly diminishing flashlight... and using voice chat also drains their batteries! How well can you communicate with as few words as possible while still ensuring the safety of another? Part game, part social experiment, "Together in the Dark" was an absolute joy to design.
Other FIEA Projects (2010-2011)
Various art projects made for classes or game prototypes while at the Florida Interactive Entertainment Academy.
Art Institute Projects (2008-2009)
Various projects from my undergrad.
Dasvidaniya - Art Institute Senior Project
A fully realized UDK game project I did as my final project at the Art Institute. It included a custom player character, custom weapon, and custom kismet sequences integrated into the world.
"Davidaniya" metaphorically tells the story of a German National Army soldier that dies while in a Russian hospital during WWII.
"Davidaniya" metaphorically tells the story of a German National Army soldier that dies while in a Russian hospital during WWII.
Fanart and Other Garbage
Fanart, T-shirt designs, other odds 'n ends.


































