PORTFOLIO

HIGHLIGHTS ACROSS ALL OF MY WORK, PERSONAL & PROFESSIONAL:


Art Direction, Look Development, Marketing, Game Development, Game Design, VFX, Motion Graphics, Modeling, & More.

PROFESSIONAL

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ZEROCO Key Art


Art Directed the conceptualization of the characters and creation of the assets. Concept artist Piero Macgowen drove the creation of the final image using game assets with feedback from both Art Directors and the Creative Director. Image by Piero Macgowen.

Hawks
Hawks
Trick
Trick
Tel-Rea
Tel-Rea
Cly
Cly
Luco
Luco
Kabb
Kabb
Trick and Luco
Trick and Luco

ZEROCO Authored Heroes


Art directed the entire roster of authored heroes for the game working with the narrative and creative directors. Handled the submission process to obtain approvals for all designs from the IP holder. Led the character team to ensure all models met the art style and design requirements. Kit bashed their default assets into variety of sub parts for maximum customization options.

ZEROCO Customization System


Led the character team to design and implement the back end and all assets for the character customization system used on all heroes, enemies and NPCs.


For more information about the customization system check out this preview video:

Fathom
Visser
Typhon
Coil

ZEROCO Infinite Coil


I led the concept and character team to design a whole new Star Wars enemy team including three new hero villains and multiple enemy types. This was a multi year undertaking with tight collaboration between art, narrative and the IP holder. 

ZEROCO Plague


Worked with the VFX, cinematic, tech art, and character teams to Art Direct the creation of the plague VFX and skin system. Helped prototype iterations on the skin system to be fully animatable and work on all species. Worked with the narrative director to develop the visual direction for the plague.

ZEROCO Weapons & Mods


Led an external partner and an internal artist to build all weapons for the game including a new pair of lightsabers and new hero and villain weapons. For all blasters I led the creation of the weapon mod assets system to allow the same mod to fit on any weapon. I also helped implement the weapon cosmetic system

ZEROCO Gameplay Trailer


Worked with the marketing team at EA and Lucas Film Games to ensure all character art, VFX, props, and weapons were representative of visual and design intent. Worked with studio creating the trailer to solve various shot implementation and asset issues. 

ZEROCO Announce Trailer


Worked with the marketing team at EA and Lucas Film Games to art direct and create all of the characters, props and hero ship for the project's announce trailer. In game assets were uses so we had to ensure the art style could support both gameplay and cinematic needs.

Wu-Tang: ROTD Tech Art


As a small starting team there was a lot of need for IC work on the NPR shading approach we wanted to use to achieve an anime look for the game.


Game not released yet, image from trailer shown.

2021 Art Direction Reel


Reel demonstrating my art direction and art leadership during my 14 years at Bethesda Game Studios including leading the team to build the Nuka-World DLC and creating the beloved Fallout character Bottle and Cappy.

Wu-Tang: ROTD Art Direction


I led the art team from the middle of the pre-production phase through a beautiful corners and playable prototype gate.


Game not released yet, image from trailer shown.

Nuka-World Key Art


I Created this key art to start my art direction for the Nuka-World DLC for Fallout 4. It was a riff on the base game key art that added in early ideas for the raider factions, a paint over of the early park block out I was building, and they key colors I wanted for the DLC.

Building a Team for NPR Rendering


One of the biggest challenges with a unique art style is hiring artist (internal or external) that be trained to hit the unique elements of the style. This was a difficult learning experience that I created some solutions to address.


Game not released yet, image from trailer shown.

2021 VFX Reel


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.

Wu-Tang: ROTD Customization


Character customization is one of my favorite features to work on and we had a good start at an exiting system and UI.


Game not released yet, image from trailer shown.

2021 Game Play Reel


A reel focused on the highlights of my design work. My title for these projects was VFX Artistbut 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.

Fall of the Spacecore MOD


Joel Burgess had a friend at Valve and he enlisted a few of us to help him make it a reality:) I animated the spacecore and made it into armor for the player.


A bit of Portal in Skyrim with loads of humor. They even had the chance to have the voice actor record special lines during pickups for Portal.

Nuka-World E3 Teaser


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.

Fallout: Bottle & Cappy


First 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 merchendise including a collectible toy from Gaming Heads!!

Lair Coral Snake Model

Lair: Coral Snake Model


An old but a goodie. Yes I still model and texture all of the time but rarely is such detail anymore.

PERSONAL

Escape the Void Game Icon
Escape the Void Game Icon
Escape the Void Game Image
Escape the Void Game Image
GameIcon_1024x1024_VoidDUpdate
GameIcon_1024x1024_VoidDUpdate
Escape the Void D Update Game Image
Escape the Void D Update Game Image
Escape the Void D Mystery Event Image
Escape the Void D Mystery Event Image

Escape the Void Marketing Images


Marketing images and game icons for my most recent Roblox game personal project.

Void A Screenshot
For this level the difficulty of the selected pieces was lowered and it favored flatter walking section over jumping ones. All jumps had primitives below then so if you miss a jump you return to the start of the current obstacle.
Void B Screenshot
For this level the difficulty of the selected pieces was medium with easier one occurring at a lower frequency for variety. It introduced more jumping traversal sections and narrower paths. The easiest jumps had primitives below them removed so if you miss an easy jump you fall and return to the start of the current level. Lighting and sky element spawning different that void A.
Void C Screenshot
For this level the difficulty of the selected pieces was mostly high with easier ones occurring at a lower frequency for variety. It introduced more jumping traversal sections and narrower paths. The easiest and medium jumps had primitives below them removed so if you miss an jump you fall and return to the start of the current level. Lighting and sky element spawning different that void A & B.
Void D Generation Example
For this level the difficulty of the selected pieces was all high with easier ones occurring at a lower frequency for variety. It introduced more jumping traversal sections and narrower paths. The easiest and medium jumps had primitives below them removed so if you miss an jump you fall and return to the start of the current level. Lighting and sky element spawning different that void A, B, and C.
Procedural Elemnt Construction Zone
This is the library where I build and test the individual elements. This particular map also builds a generation of a level so I can test both individual elements and the levels. The library of shared parts is saved to Roblox as a model so I can update the difficulty and pieces across the whole game at once.

ETV Procedural Level Generation


Images showing a procedural generation of each Void (level) and my testing area. If you want to see the procedural nature of the game in action play the same level on two different servers and see the difficulty is the same but the experience is different.