This is a collection of the work done for Activision’s Call of Duty: Black Ops 4 at Treyarch. I’ve been blessed to work with an amazing team of pros on this title and its DLC. While my specific title was that of outsource coordinator for the character team, I do use my skills every day in troubleshooting and polishing work from the external artists. The work shown here, however, is a small collection of things I was allowed to do on my own, or last minute work/re-work that was needed for any number of reasons.
This is a collection of the work I did for Gadget-Bot's first VR game demo, Kaidro: The Awakening. On this project, I was a general 3D Art Lead on the initial demo, but more specifically the primary character artist. The bulk of my work was on the mechs (Bob and the Guardian/Falar models) and the player hands.
The demo first premiered at VRLA 2017 (April 14-15) and E3 2017.
So many aspects of the design have to be taken into consideration. For a game character, animation cannot be overlooked. A previous iteration of this character had to be walked all the way back to the drawing board (literally), because the armor was problematic for arm movement. I love designing characters as much as I love to model and texture them. Whether it’s a project for myself, or production work, I always take animation into account. In the early design phase, I ask myself, ‘What engine is this running in?’ ‘Will I have any cloth simulation?’ ‘How far does this need to bend and stretch?’ Texturing and material rendering, especially cloth and organic materials, are my favorite part (the icing on the cake haha).
Responsible for all aspects except original character concept (by my awesome buddy, Jesse Ellis, http://thy-firestarter.tumblr.com)
Sculpted in Zbrush, retopo/low poly in Maya, textured in Substance Painter, and rendered in Marmoset Toolbag 2/Unreal Engine 4. Entire character is ~40k tris.
A work in progress of my most recent personal concept, Rasmus of Scarlet Rise.
Nuggets, the zombie harpy! I made this originally with the intent to retopo and animate this as an enemy creature in a game project, but when I got a 3D printer, I knew it would make a badass figurine for my desk! :)
Zbrush speed sculpt of a Sally Lightfoot Crab! :)
Material exploration in Substance Designer! I had to do a bunch of these for an ArchViz job using UE4, and really fell in love with Designer.
Realtime renders of the main character from my old webcomic project (http://cyberbaroque.com), Zohar. It's been a long-time dream since I started 3D to bring this character to life, and here he is! The video is a realtime UE4 render, animated by me (rig is a heavily modified Mixamo biped rig). The sweet smoke effect was graciously contributed to by my schoolmate and awesome VFX artist, Nathan Huang (https://www.artstation.com/artist/nhuang).
Sculpted + Polypainted + Rendered in Zbrush! Concept is my own.
Original 2D concept featured in the 2015 Gnomon Student Show, 3D model featured in 2017 Gnomon Student Show.
A personal game project of mine, meant to test a wider range of my skills as a game artist. I wanted to tackle all aspects--design, programming, modeling, illustration, etc--and have a little fun with some quirky characters. While it's not something I intend to take to a fully-realized, published game, it's been a great experience to say, 'check this out, I made a game!'
Overall, the project took about 10 weeks (aside from modeling Bean, which I did over a weekend break earlier last year).
Another personal game project of mine, meant to test a wider range of my skills as a game artist. I wanted to tackle all aspects--design, programming, modeling, illustration, etc--and have a little fun with some quirky characters. While it's not something I intend to take to a fully-realized, published game, it's been a great experience to say, 'check this out, I made a game!'