Art direction and project leadership. This was a dream project to develop the core idea and then drive the creation of the whole world. Created a few characters that are now a part of the larger Fallout lore too.
A reel focused on the highlights of my Real Time VFX work over the recent years (current unreleased project excluded). For all of these projects, I was one of 2-4 VFX artists on the game so this is just the tip of the iceberg in terms of the full volume of VFX I created.
A reel focused on the highlights of my design work. My title for these projects was VFX Artist but I always dabbled in design alongside every other discipline. Many of these are my personal touches and additional work I added to the game, but thanks to the LD Lead on Fallout 4, Joel Burgess, I was given the chance to lead and be the designer on several creature strike teams.
Currently working on an unreleased new IP from
Bethesda Game Studios.
I was part of the small team of VFX artists working on Fallout 76.
Focused on weather VFX, creature VFX look development, and making lots of explosions. Worked directly with the tech team in support of the VFX portion of the shift to PBR rendering.
Secondary focus on mentoring new hires and junior members of
the team.
Moved on to Starfield post main game launch.
Over the year prior to GDC '19 I sourced all of the speakers and pitched some of the talks to speakers. I reviewed and gave feedback for all talks throughout the process. I also set the talk schedule at the event and interfaced with PR and marketing from different companies to ensure speaker permissions were cleared.
My responsibilities ranged from creating the DLC concept with design leads to building many of the VFX, clothes, and creatures. The environment lead and character lead reported directly to me. An external team of concept artists was outsourced.
I even found some time to bring back my lunchbox Easter egg from the base game and help the merchandising team turn them into products for the store.
Born from an ending slide image I created for a Nuka-World internal presentation. Bottle & Cappy are the mascots I imagined for the park.
I made a quick painting and showed them to the team and the
rest is history.
They are now a part of the Fallout lore, have appeared in multiple titles since Fallout 4, and have been made into merch including a collectible toy from Gaming Heads!!
My trailer directorial debut.
I pitched it in the vein of the classic Fallout trailers that utilize the long pullout. In this case, it was a long push to the gate of the park. I set dressed the scene and helped adjust the camera animation as we came in the homestretch to E3.
Bottle & Cappy even made it onto the postcard at the end.
Though it was modeler Dennis Mejillones and programmer Guy Carver who began the charge for robot supremacy in Fallout 4, I was given the chance to lead all of the robot strike teams during production.
We shipped a lot of our main goals in the robot enemies in the base game but the create-a-bot companion feature was pushed to this DLC. Many of the base game combat scenarios are present in this trailer as well as the lightning gun I prototyped with concept artist John Gravato.
My effects efforts for the title were mainly focused on creatures but also included some weapons and setpieces.
I was also the lead for the robot and turret strike teams. I wrote a suite of tools in 3ds Max to support effects artist workflows. I also implemented the "flying critters" (crows and rad gulls) by extending the Skyrim critter scripting system. As a personal touch, I created the lunchbox prize system.
As the sole effects artist, I created all of the VFX in the DLC.
I designed all of the main enemies' tentacle powers and weapons. I also designed all of the main creature's combat. I developed the concept of dragon power shouts as the new shout tree for the DLC.
As a side project, I worked with designer Daryl Brigner to create the magic throwing spider gameplay.
For this DLC my focus was on the new area of the Falmer Valley.
I created all of the VFX for the area. I worked with the design lead to conceptualize the layout of the gameplay space. I kitbashed two new environment kits for the valley. I also kitbashed several new enemies.
I designed the concept for both boss fights in the valley and worked on their execution. For fun, I added the saddest armor creation easer
As one of two effects artists on the project, I made all types of VFX with a focus on creature and environment (water) VFX.
I was a member of the dragon strike team and created the signature "dragon soul absorb" VFX. I made all of the waterfalls and rapids in the game. I worked with a team to pitch and add "critters" to the game adding a new layer to the collection gameplay. I prototyped and build the iconic skills menu including the hand-painted nebula backdrop. I put tiny ants on the forest floor, bugs in jars, and optimized all of the creature meshes just for fun.
I also worked with the team creating the in-engine trailer for the game.
As art lead for the Factor 5 reboot of Turrican, I worked with the design and project leads to reimagine the classic game as a modern shooter.
We had a working prototype demoing the traversal and weapon combination gameplay as well as some key images and designs when the publisher Brash went out of business, ending the project.
For this project, I made all of the VFX but the main workload was supporting the creation of a highly detailed terrain system for the Wii console. Working with the amazing Factor 5 engineering team we had 8k textures, on normal mapped hight mesh, running on the original Wii.
I was hired as a character modeler. In that role, I created the armor and weapons for the entire Mokai army. Created the massive twin coral snake boss enemies.
Once all of the character work was wrapped I created the environment for the floating rock Maelstrom level.
Once that was complete I was asked to take a stab at VFX. After some success, I became the only effects artist on the team and created all of the games VFX.