Developer: GMR Marketing / Disney | ESPN
Publisher(s): Disney | ESPN
Release Date: 2021
Platform(s):
Title: Sr. VR 3D Designer & Technical Artist
2021 Disney ESPN Summer X Games Virtual Experience is a virtual space for players to experience the Summer X Games.
The immersive, interactive environment gives fans the opportunity to customize their own avatar, explore the boardwalk filled with virtual sponsor experiences, watch live X Games competitions and win prizes.
Experiences inside the virtual X Fest will include a custom X Games shop, interactive skate and BMX courses and an all-new ‘Story Mode’ where fans will have a chance to complete a mission to earn more chances to win prizes.
My main responsibilities were:
Build VR worlds / 3D Experiences for Disney | ESPN Summer X Games.
Created 3D Content / Animations in PlayCanvas Game Engine.
Provided high poly models (Characters / Props / Buildings) for real-time performance counts.
Implemented purchased stock 3D assets into the game engine.
Rigged 3D Assets with Maya, Blender, Motionbuilder, etc.
Optimized assets and animations for great VR experience/performance.
Attended daily meetings while collaborating with Team Leads and other artists.
Below is a game trailer video. Earlier on in the project I worked on the 2021 Disney ESPN Summer X Games Virtual Experience PC/Online game.
2021 Disney ESPN Summer X Games Virtual Experience’s Website:
https://xfest.xgames.com/#/landing
A screen shot from one of the environments that I created is shown below.
Developer: Storymind Entertainment
Publisher(s): Storymind Entertainment
Release Date: Still being developed
Platform(s):
Title: 3D Environment Artist
“My Eyes On You” is a third-person action-adventure game with the elements of interactive movie. It is a story with a detective setting in which player assumes the role of Jordan Adalien, framed FBI detective trying to investigate the case of mysterious serial killer in a carnival mask, while being at the gunpoint of the state police.
Hunt down the man in the crimson mask that unleashes bloodshed throughout the streets of Chicago suburbs;
Defend from the thugs in masks that emerge out of nowhere and all hell in the towns break loose;
Seek clues on each level to track down Carnival Man and his choices will reflect Jordan’s beliefs about Carnival Man’s origins, motives, and how to stop him. What you believe makes all the difference in the end…
Build reputation and complete contracts to influence the Faction Wars, gain companions and create your own faction.
Choose your weapon from the most basic items such as clubs to the cutting edge Tec of plasma weapons.
My main responsibilities were:
Creation and implementation of 3d assets for Storymind Entertainment: "MY EYES ON YOU"
Modeled complex assets using Maya and Zbrush.
Textured a wide range of props using Substance Painter/Designer.
Had to organize 3d assets in Google Sheets written in the Russian Language.
Worked closely with Lead Artists to visualize and conceive the look of the game/level.
Below is a game demo video. More specific examples of my contribution to "MY EYES ON YOU" will be posted once released. Thank you for understanding!
MY EYES ON YOU's Website:
https://storymind-ent.com/#3
Some of the assets I created are shown in the content below.
Developer: Razor Edge Games
Publisher(s): Razor Edge Games
Release Date: Still being developed
Platform(s):
Title: Texture / VFX Artist
Eden Falling is a non-linear open world RPG with heavy emphasis on character development which uses a skill based system.
Look, think, act, and engage how you choose with no restriction beyond what you can find to help your survival.
Play alone, with a group of friends, or visit our servers to play with many adventurers.
Gain Destiny Points by completing contracts (quests). Use Destiny Points to change your character’s fate.
Build reputation and complete contracts to influence the Faction Wars, gain companions and create your own faction.
Choose your weapon from the most basic items such as clubs to the cutting edge Tec of plasma weapons.
My main responsibilities were:
Textured/painted models for a far post-apocalyptic world environment with a very real believable style and look.
Cooperated with Art Team Lead, Texture Team Lead, and QA to create game assets as directed.
Be team oriented, willingness to share processes and ideas with other team members.
Ability to unwrap models and optimize UV layouts.
Had to work in Substance Designer & Substance Painter Software
Excellent communication and collaborative problem-solving skills.
Practiced traditional eye for color and PBR workflow.
Below is a game trailer video. Earlier on in the project I worked on the Eden Falling PC game. More specific examples of my contribution to Eden Fallingwill be posted once released. Thank you for understanding!
Eden Falling's Website:
http://razoredgegames.com/
Unfortunately due to REG NDA I am not able to share some of the assets that I created and textured .
Developer: Avalanche Software
Publisher(s): Disney Interactive Studios
LucasArts
Release Date: August 28, 2015
Platform(s):
Title: QA Game & Live Services Tester
Disney Infinity 3.0 features similar gameplay mechanics to Disney Infinity and Disney Infinity: Marvel Super Heroes. Although sharing many key elements, the game's combat system has been redesigned to become more in-depth and complex.The game's combat system is influenced by the Star Wars: The Force Unleashed and its sequel, Kingdom Hearts, Devil May Cry and most of the Spider-Man's aerial combat-themed video game series. Lightsabers have been integrated into combat, due to the inclusion of Star Wars characters.
My main responsibilities were:
Report, track issues, and verification of fixes for the Infinity's Website & console game.
Work on numerous digital devices with other Testers, Lead Testers and Supervisors.
Ensure work is completed within project deadlines.
Below is a game trailer video. Earlier on in the project I worked on the Disney Infinity 3.0 console game. Later as the game got closer to it's release date, I was moved onto the Live Services Team where I was responsible for reporting and writing bugs for the Disney Infinity 3.0's Website.
Roller Coaster Rampage
Developer: Pantera Entertainment
Publisher: Pantera Entertainment
Release Date: June 19, 2012
Platform(s):
Title: Environment Artist
Roller Coaster Rampage revolutionizes the coaster genre by introducing on-the-fly track construction and deformation. In previous games the coaster riding experience was a passive, non-interactive experience. Roller Coaster Rampage introduces an innovative approach, and a specialized procedural coaster engine that allows players to build coasters in real-time as they ride them. Players leave behind a trail of procedurally-generated coaster tracks and supports, which then become obstacles as the player circles back. While riding players can also dynamically connect to isolated track segments like loops, cobra rolls, bat wings, and barrel rolls. With these innovative game features and engine technology players can now build coasters while enjoying a fast paced, arcade style, roller coaster racing simulator.
My main responsibilities were:
Modeled props by using Maya and 3DS MAX.
Produced in-game assets for the HiOctane and Boardwalk Zones.
Textured assets by using Photoshop and Zbrush.
Below is a game trailer video along with some 3D props that I created for the game.
Click on the content below to view some of the assets I created.
Dungeons & Dragons: Daggerdale
Developer: Bedlam Games
Publisher: Atari
Release Date: May 22, 2012
Platform(s):
Title: 3D Environment Artist Freelancer / Contract
Daggerdale features third person real-time tactics combat, questing, character development, and exploration. Two modes, campaign and freeplay, are in the game. Single and multiplayer modes are also included, with split-screen multiplayer for up to four players. While some gameplay elements were borrowed from Baldur's Gate: Dark Alliance, developers stated that this was taken from the linear part of the game and that the gameplay was inspired by Dungeons & Dragons: Heroes.
My main responsibilities were:
Had to Model, texture and create collision in 3D for game environments.
Worked closely with Programmers and other departments to ensure art assets are fully optimized for target platforms while minimizing any impact on artistic integrity of assets.
Participated in R&D of new techniques to implement into the production pipeline.
Proactively seek feedback from Lead Artist, Producer, and Creative Director.
Ensured that artistic style is consistent with defined visual style for the game.
Below are a few game trailer videos.
Wallenda
Developer: Rareform Pictures
Publisher: Rareform Pictures
Release Date: April 19, 2012
Platform: Movie
Title: Nuke Compositer
Wallenda follows Karl Wallenda’s life from his humble beginnings as a teenager performing handstands in German taverns to capturing the audience’s hearts with his daring high wire feats at Madison Square Garden in 1928.
My main responsibilities were:
Composited movie scenes by using the software Nuke.
Modeled 3d assets and edited scenes for the film Wallenda.
Retouched photos and images by using the software Photoshop.
Below are some videos about the Wallenda Film.
WWE SmackDown vs. Raw 2010
Developer: Yuke's & TOSE (Nintendo DS)
Publisher: THQ
Release Date: October 20, 2009
Platform(s):
Title: Intern 3D Artist
WWE SmackDown vs. Raw 2010 is a game that is based on the professional wrestling promotion World Wrestling Entertainment (WWE), and is named after the promotion's two brands:SmackDown and Raw. It also features the promotion's former third brandECW. It is also the last game to feature ECW in its title. Similar to previous games in the series, WWE SmackDown vs. Raw 2010 involves players competing in various professional wrestling matches, either as one of the in-game characters based on WWE's roster or as a character created in the Create-a-Superstar mode.
Please make a note that during this project THQ was a client of 9K9.
9K9 is a digital production agency with a taste for “out there” innovative solutions. They work with major agencies that represent prestigious and demanding brands.
My main responsibilities were:
Fixed 3D Diva Models' poses by using Zbrush.
Below is a video from the game.
Transformers: Revenge of the Fallen
Developer: Luxoflux
Publisher: Activision
Release Date: June 23, 2009
Platform(s):
Title: 3D Environment Artist Freelancer / Contract
Transformers: Revenge of the Fallen is a 2009 third-person shooter video game based on the 2009 live action film Transformers: Revenge of the Fallen.
My main responsibilities were:
Created believable, photo-realistic 3D models and textures from concept art and photo reference.
Assembled, edited, and optimizes highly detailed 3D environments.
Troubleshoot technical and artistic issues.
Communicated effectively with team members, production, and management to ensure those project goals are met.
Had to be able to create high-quality 3D art assets and levels from AAA references.
Must understand the principles of making good shaders for games.
Highly proficient in Maya or 3ds Max, Photoshop, and Zbrush.
Below are a few game trailer videos of the game.
The Club
Developer: Bizarre Creations
Publisher: Sega
Release Date: February 19, 2008
Platform(s):
Title: 3D Environment Artist Freelancer / Contract
The Club is played from a third-person perspective. The player must make their way through a level as quickly as possible, or defend one location and survive attacks from respawning enemies for a set amount of time. Gameplay is centred on a score mechanic where each kill acts as a bonus multiplier. Various kill methods, such as ricochets, head shots, and long range shots earn extra points. After each kill, the player has several seconds to get another kill before the bonus multiplier starts to reduce. This interval also reduces the higher the multiplier gets. Icons are scattered throughout each level, offering bonuses. Weapons, ammunition and health are present but the player is not rewarded for picking them up. The Club incorporates elements from racing video games, including time attack events.
My main responsibilities were:
Had to be very skillful in experience in modeling and texturing natural elements using 3ds Max, Maya, and Photoshop.
Understood how to create terrain and foliage that works well in the game engine.
Must have basic knowledge of form, shape, structure, and silhouette in regard to modeling
Superior eye for light, shade, color, and detail in creating textures and shaders for 3D Assets.
Always had to be a great team-player.
Below is a game trailer video.
Exodus
Developer: Game Wizards
Publisher: Game Wizards
Release Date: April 30, 2009
Platform: PC
Title: Environment Artist
The world's natural resources have been exhausted. The U.S. Government has ordered all remaining resources to go into research and development to rapidly grow the dying plant life in the world. Multiple science labs across America have begun independent research on the best course of action. One of the teams is led by Dr. Reed. His lab has found a concoction that can be used as a chemical weapon. The lab is divided on if this experiment should be pursued.
Dr. Reed's assistant, Aiden, is used as a patient zero and is injected with the compound that produces rapid growth. The experiment fails. The lab they all worked in has been contaminated. The plants that were used to test, rapidly increase in size... and hunger. The lab is destroyed and the lucky scientists are the ones that got crushed by falling debris and not eaten by the carnivorous plants. The plants' vines pierce through the ground and reach a nearby dam which expedites the growth of the plant menace ten-fold. The water supply is now contaminated with this virus and all nearby plants have already started to show signs of mutation.
Aiden is thought to be contagious and is locked in a cryogenic pod, however, she is not killed because the soon dubbed "Bio Arm" she has grown seems to have an effect on the overgrown plants. 20 years pass. The over saturation of the plants has destroyed the back up power supply in the lab where Aiden is kept. Aiden awakens, finding that the earth and life as she knew it has been destroyed by these "plants". Humans now live in fear of stepping outside of their gated colonies. Dr. Reed has been rumored to have mutated into one of those... things. Aiden is the last hope, her "Bio Arm" has transformed into a gauntlet that can apparently destroy these creatures. There is no hope but to escape. This is the end of prosperity and the beginning of the Exodus.
My main responsibilities were:
Modeled, exported, and imported assets for the game engine
Unreal (UDK).
Modeled environment art from simple mass-out to finished in
game artwork.
Created the proper size texture pages for 3d assets.
Demonstrated creative assets in game and UV Mapping &
custom texturing.
Below is a video from the game Exodus along with some 3D props that I created.
http://exodus.artleaping.com/index.html
Some of the assets I created are shown in the content below.
Pushing Up Daisies
Developer: Jastec Studios
Publisher: Jastec Studios
Release Date: TBA
Platform: iOS
Title: 2D/3DEnvironment Artist
Is a mobile game about a young boy pushing up daisies underground after a horrible death.
My main responsibilities were:
Created vector levels and assets by using Adobe Illustrator.
Modeled props & environments for the mobile game by using Maya.
Produced concept art for online games by using Adobe Illustrator, Photoshop, and Microsoft Paint Bucket Tool.
Due to the project being on a stand still, below are some 2D Vector Levels that I have created for the game. More specific examples of my contribution to Pushing Up Daisies will be posted once released. Thank you for understanding!