Yourself!Fitness - by ResponDESIGN for XBox, PS2, and
power of game consoles to work on a goal not usually
associate with video games: fitness. The game
features a virtual personal trainer who guides the user through
workouts, and dynamically adjusts the workouts depending on the
fitness level and available equipment.
The workouts take
place in any of six
locales, and I was responsible
for the creation of these environments. I designed all but one (the
Dojo), and brought them to completion almost entirely on my own (I had
a little help from contractor Will Heiberg). I used Maya's Mental
renderer to create lightmaps, which allows for some really nice
lighting in the levels.
Suffering - by Surreal
Software for XBox, PS2, and PC
This action horror game features
beautiful yet terrifying environments. I contributed to them as an
off-site freelancer by creating most of the skies and water for the
game. To do this, I created a variety of textures and models, which I
then layered together and animated using Surreal's powerful Riot
X: Odyssey: - by Origin for PC
I created world objects for this MMOG as a
freelance artist for art
house Liquid Development, who were hired by Origin to create the game's
art assets. The game looked great, but unfortunately it was never
The Fellowship of the
Rings - by Surreal for PS2 and
Surreal was brought on to finish this
project using assets and a game design from developer WXP. For this
title I created the levels Weathertop and A Knife in the Dark from
scratch. I built
The River Anduin almost entirely from scratch, and I built Orc Dam
using many of WXP's assets as a base.
Ancients' Gates - by Surreal
for PS2 and PC
I was brought on to this game towards
the end of the project to overhaul and complete the final level of the
game. Drakan: TAG
reviews and is loads of fun - I still find myself picking it up and
playing through it in new ways.
Gunslinger - by Surreal for PS2 (never published)
This game was the reason I came to Surreal
Software - making a Spaghetti Western themed game was appealing to say
the least. Partway through Gunslinger's
development, however, the rest of the game's team and I were moved to
the struggling Drakan: the Ancients'
never quite recovered from the setback.
The game was canceled, but its spirit lived
Surreal's well-received The Suffering
which inherited many game design elements from Gunslinger
. I did level
design for Gunslinger, and I went on to do similar work on Surreal's Drakan: The Ancients' Gates
, and Fellowship of the Rings
Filter 3: - by Sony Bend
(formerly Eidetic) for
Before Syphon Filter 3 swung into full production, I
decided to move from Bend to Seattle. While ironing out my
relocation I had time to contribute art to SF3. Because the
move prevented me from seeing a level through to the completion
of the game, I worked solely on characters.
Filter 2: - by Eidetic for the
Eidetic for the last five months or so of production on Syphon
Filter 2. I jumped into crunch mode and cranked out a couple of
two-player levels and a whole bunch of character models. It was worth
the work; SF2 shipped on time to good reviews, big sales and
favorable reaction from fans.
Vigilance: - by Postlinear for the PC
evolved from the design goal, "Virtua Cop off rails" into a more
traditional 1st- and 3rd-person game.
The engine that powers Vigilance
uses Lightscape for its radiosity and ray-traced
lighting. Lightscape generates natural lighting that at the time of Vigilance's
release (after Quake, but before Half-Life) hadn't been seen in the
first-person genre. It was this lighting that first drew me to the game.
I designed, built, textured, and
lit two levels for Vigilance. I also modeled, textured
and animated characters and managed the character animation system. My
Monastery level was used in the shareware demo and the E3 demo of the
Killwheel - by Caps for the Playstation (never published)
KillWheel's basic premise: You play a two
headed ogre who races through lush valleys and green forests in a big
spiked wheel smashing the villages of peaceful elves and halflings. Not
very well adjusted, but entirely original. Unfortunately Killwheel never
made it across the finish line. You need more than originality to get
published, and KillWheel just didn't have fun enough gameplay
to go along with its wacky premise.
I mainly built and animated boss
characters for KillWheel. I also created some animations for
the main character and a whole bunch of sprite characters.
Sirens - by Headgames for the Playstation (never published)
LA biker kid finds himself in a dangerous but darkly beautiful
alternate universe. This game had great potential, but was never
Headgames that made this game is
different than the Head Games that was also producing games at about
the same time - usually games with the word "extreme" in the title.
XMen2: Clone Wars - by Headgames for the Sega Genesis
I animated most of the characters for X-Men
. Working on this game taught me
how to function within a team of people with very diverse skill sets,
how to work fairly autonomously, and how to make the most of whatever
resources are available to me. Once you've brought the X-Men to life
with 16 colors, 64 x 32 pixels, and very few animation frames,
everything else is gravy.