Sunday 19 July 2009

Various Work

Here are a selection of Renders/Screenshots of Various works.










Work on Unreleased Necessary Force

Necessary Force: Unreleased Unreal 3 Based Game Necessary Force (Ps3, Xbox360 and PC).


My roles included:
  • Concept/designing of art assets and their creation to a specific art style design brief, dictated by the art director/art direction of the game, as well as researching reference of existing real world examples that could be used or adapted to fit the art direction.
  • Involved in the creation of basic material shaders using the Unreal material editor, such as alpha masked materials, emissive materials, animated flipbook materials etc., keeping the number of instructions as optimal as possible.
  • Placement of assets in the world in a realistic & cohesive fashion, completing the interior of our demo route through an abandoned warehouse, both in the creation of assets to fit that design brief and in the placing of those assets (as well as those by other artists) in that area to produce the desired, dishevelled, run down, dirty/gritty look.
  • As I had been responsible for creating a majority of the street furniture that would be lit, e.g. Street lights, door lights, neon signage etc., I was tasked with placing dynamic light sources using Unreal 3, in a realistic fashion to convey the correct mood and light levels of lit assets.
  • Creating prefab versions of these assets (combining multiple meshes and dynamic lights in to one place able object) to aid ease of future placement, for world design/other artists.















Work on AAA title Vin Diesel Wheelman

Wheelman: AAA title 'Vin Diesel Wheelman' (PS3, Xbox 360 and PC).


My roles included:

  • Art asset creation such as models/textures, world design, track design and object placement using the Unreal 3 Engine.
  • I also managed outsourcing with Vietnam-based Glass Egg, overseeing quality control providing documentation and feedback to Glass Egg with regards to amending their workflow and making sure the outsourced assets fulfilled our requirements.
  • Analysing performance and any possible optimisations that could be made to areas of the game from an art department perspective, utilising tools such as Xbox360 development tool PIX and memory overlay applications in the Unreal Editor.
  • Creating emissive texture sets for all building windows with 3 different times of day and ensuring consistency of light level for all windows over all LODs.
  • Creation of LOD assets for the majority of world objects in the game ranging from street furniture to entire building sets.
  • Creating thumbnail textures for the buildings to reduce texture memory overhead when switching to the low level LOD models.

















Work On Surreal Softwares This is Vegas

This is Vegas: Surreal Software’s This Is Vegas (Ps3, Xbox 360 and PC.) (Part of Midway's internal 'IN sourcing', project length: four months).


My roles included:
  • Assisting the environment team in Seattle by bringing their game environments up to 90% complete by creating new assets such as, car parks, roads, walls, terrain etc.
  • Setting up secondary object UV's correctly for light mapping.
  • Populating the levels with realistically placed objects (my own and those by other artists) adhering to design documents supplied by the Seattle leads.
  • Providing suggestions for improved game play to the original designs.
  • Keeping to a tight deadline of completing one entire 240 x 240 metre area from block out (temporary geometry) to 90% complete in roughly 7 working days, plus buffer time after the completion of every two areas to re-address design changes or fix discovered bugs.