A study of composition
Inspired by the dual nature of these characters, playing with reflected perspective and inverted color schemes
Pushing the iconic forms of the X-wing emphasizing the long cockpit
WWII inspired universe for a Disney Game where pilots are both human and reptilian
The moment before they stole the map. Their shadows betray their true nature
About Art Direction // Art Direction is about creating a memorable identity and targeted emotions through the careful prioritization of craftsmanship.
A once in a lifetime chance to work with some of the most acomplished names working on Super Hero MMOs, a joy to work with Marvel again and the trust of a team who was open to trying something new. One of the most amazing experiences in my career.
GOAL: In the red ocean of Marvel games, create a resonant look with an ownable style
SOLUTION: Tap into the nostalgia of saturday morning cartoons targeting the generation who holds those memories as sacred.
OUTCOME: We found an artstyle that the team was inspired to build that stood apart from other offerings at the time.
We had three months to launch this new game from start to finish. This included a roster of new characters, game boards and IP fiction.
GOAL: Make a player friendly Autochess, using all the skin lines from League... and have it make sense.
SOLUTION: Consier the skin lines a multiverse a chunk from their world (the arena) is pulled into a space where battle take place.
OUTCOME: The floating island concept emerged, allowing fun concise battles that made narative sense.
This was a rare Disney project where we were asked to create a new world and characters.
When I joined this project the team had a prototype and a
bunch of different directions for theme and visuals.
GOAL: Sort out the different approaches into a single coherent vision.
SOLUTION: Lean into the heroism of vintage aviation in a alternate Earth.
OUTCOME: By using the period to unite the characters, color
choices, planes and music, this game began to feel like a complete world, something new from another era.
Marvel wanted to bring its popular SD toy line into Games,
comics and television. It needed an Art style that was
distinct without letting it become disconnected from its other offerings.
GOAL: Marvel's comics had grown dark, Marvel toys however were booming.
SOLUTION: A toy like approach
using matte surfaces with Ambient Occlusion lighting to
simulate a vinyl toy look, then enhanced that with Tilt
Shift to create the illusion that these were toys come
to life.
OUTCOME: The game was appealing to new
and old fans alike. It was similar to the rest of the
Super Hero Squad franchise and its art style
became a signature identifier for our game.
This project was co-developed between Sierra Online and our sister studio in
Shanghai China. In a little over a year we had built sixty
characters, three sprawling worlds and a full-fledged
Avatar system.
GOAL: Create an MMO that appeals to both eastern and western players
SOLUTION: Anchoring from references known to
appeal to both player groups we used Cel shading and painted backgrounds that used Z-depth to reced the
foreground into the background.
OUTCOME: The game felt reminenscent of classic animation with a painterly overtone.
Working on StarCraft Ghost was like writing history as
you went. Working with legends like Sam (Samwise) Didier,
and diving into the world of StarCraft.
GOAL: Deliver on the first StarCraft
themed Console game.
SOLUTION: There are times to invent and
times to give the fans what they want. What they want from
a StarCraft game was StarCraft. My goals was to make the
experience feel like you had fallen head first into the
RTS.
OUTCOME: A huge following grew for the
game, even before it's launch.
I've spent deep portions of my career in R&D for amazing projects and studios. Some of the art styles I've worked on include: retro sci-fi, fantasy noir, grit/grunge Racing and high Fashion. I've never found a project that I couldn't get carried away with. I think I'm extremely lucky to be in this creative field, and look forward to diving into new worlds, genres and art styles. see examples
Skills // Concepts, Modeling, animation, video editing, Graphic Design, project planning, team management and mentorship, world building, product planning.
Software //Photoshop, sketchbook Pro, Blender, 3ds Max, ZBrush, video Editing, AI toolsets.
Training // Management training courses at Riot, Blizzard and Amazon, Certified in Agile development, Assoc. of applied sciences in computer animation.
ANIMATED CHAPTER ART
Hands
x-wing stylized
spaceship MODEL
robot pin-up
terrain studies
Low Poly Model Sheet
SC ghost: REFINERY
S.C. ghost: teleport
metal arms: wastelands
metal arms: droid town
AMAZING SOCIETY logo
AMAZING SOCIETY logo
Studio Logo
Retro Logo
COMICON POSTER
ULTIMATE SPIDER-MAN
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AVENGERS HOMAGE
"Nonsense," I said. "We
came out here to find the American Dream, and now that
we're right in the vortex you want to quit." I grabbed
his bicep and squeezed. "You must realize," I said,
"that we've found the main nerve." -
Hunter S. Thompson. That's how it felt anyhow,
to be in Marvel's booth at Comicon. What was even cooler
was to see parents and their kids enjoying the game
together. Parent's were pointing out classic character's
and jokes based on Marvel Lore, while kids pointed out
the more modern Marvel characters to their parents.
Genuinely something they could share together.