The screens below present some of my work on the Bills Town area in The Last of Us. My responsibilities included modeling the buildings, roadways, and props used throughout the level to completion while managing various assets that where outsourced with a focus on the front portion of the level. Texturing done by Adam Marquis.




Uncharted 3: Drakes Deception
The screens below present my work on the Yemen area of Uncharted. My responsibilities included working with leads and
several other artists to establish a look for Yemen in the Uncharted world. Once established, I was responsible for modeling and managing
the multiplayer level through development. Texturing done by Malcolm Hee.
Below presents my work on the London underground area of Uncharted 3. I was responsible for establishing the look, level modeling,
level management, and optimization. This included the cooperative and multiplayer portions of the game. Texturing done by Melissa Altobello.
The screens below present a few of the "stages" I put together for the multiplayer UI and selection screens.
Uncharted 2: Among Thieves
For Borneo in Uncharted 2 I worked with the leads to establish a look of the thick jungle environment. I was responsible
for modeling the terrain, logs, large trees, and rocks while another artist modeled the small foliage which we then used to populate the level. Texturing done by Adam Marquis.
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In the village area of Uncharted 2 I was responsible for modeling the "clean" version as well as taking over to the muddy version
to ensure it met it's deadlines as well as optimize and finish the level for shipment.
For the Ruins Multiplayer map, I modeled the exterior of the buildings below and managed the level to completion while working with several other artists. Modeling was done by myself, David Ballard, John German, Reiko Sato, while texturing was done by Malcolm Hee and Brian Beppu.
I was responsible for modeling and management of the Convoy section of the game.
Ghost Recon: Advanced Warfighter 2
I worked with a team of artists and scripters to create the levels below. My duties included building the level, asset creation, performance testing, budgeting, and play testing while working with the environment team to ensure each asset met the levels needs and art direction.
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