World building + environment Art + Hard surface + leather
COD MW1 Remaster
Some of my work from COD Modern Warfare Remaster. I was responsible for world building/story telling, prop modeling and texturing. Two people worked on the images below: myself and my lead. We handled all of the environment art for these two maps.
Stylized Hot Rod WIP
This WIP Hotrod is part of an Indy game project that I'm involved in. The project has a "Big Daddy Roth" influence to the art. These are images of the finished High Poly which was modeled in Fusion 360.
Halo 2 Anniversary
My first project at Certain Affinity was Coagulation for Halo 2 Anniversary MP. My job for this map was modeling and texturing the rocks. In these images, I was responsible for the rocks at the edge of the map and those placed around the map.
Stylized Realism Challenge
I decided to challenge myself to make something stylized-real. You can view my process at: http://www.goofslapper.com/diorama/
Personal work made using 3ds Max, Fusion 360, Zbrush and Substance Painter. Rendered in Marmoset. You can view my process for this at: http://www.goofslapper.com/castle/process.html
I designed and modeled this white box in 10 days. This was made using 3ds Max and Unreal4. My goal was to challenge my level architecture skills.
This model is inspired by a concept from Scott Robertson. This was the first time I modeled something completely in Fusion 360.
These are some of the models made for the ANKI Drive toy line. My rendered images were turned into large icons that were then used in the Anki app that controls the toy cars.
XCOM + DLC
As the lead environment artist some of my responsibilities on Xcom included props, world building, look and feel, texturing, environment art pipeline and lighting over 80 maps. I lit and modeled/ textured most of the assets in the screens below.
Challenging myself with some deceptively simple mid-century furniture. I conceptualized these pieces myself based on real world reference and then modeled them in Fusion 360.
A challenging yet rewarding contract job. These tools had no CAD file to help with modeling and they had to be very precise. I learned a lot of modeling tricks from this project.
Big Huge Games
Here are a few samples from my time at Big Huge. My responsibilities included modeling props, constructing buildings, strip texturing and world building.
My first job in the game industry was working for EA Sports on the Madden and NCAA Franchise. Here are a few samples of the many stadiums I worked on.