Credited on a few past projects

General / 20 November 2021

I'll be starting a new job soon, and I thought I'd look back on a few of the past projects I was credited on, not as an Environment Artist. I know I've posted a couple of these in the past on social media. That or a couple of my coworkers back then tagged us when they saw our names on the credits. This is just for record sake.


ModNation Racers PSP (2010) - Right under Art Support. The credits roll quickly in this game. This was fun to work on. If things were different back then, I wouldn't have minded staying at Sony in San Diego, in the art department. But, after the internship, this led me to try out other avenues, to see what was out there.


MLB 2010: The Show (2010) - After my internship at Sony, I joined the QA department. I probably shouldn't have done that, but I wanted to stay at Sony. They couldn't bring me on board after my internship. I did this for about 9-10 months before joining Legend 3D. I was on this from January to February 2010, and then after that, I joined the Online Support team, moderating online games.


Man of Steel (2013) - At Legend 3D in Carlsbad, CA, we worked on the stereo conversion of the film. I've worked on several movies at Legend 3D for almost 4 years, and this one was the only major feature film I was credited on. After working on this, it eventually led me to leave months later. I'm a huge DC Comics fan, so of all movies to be credited on, I was happy to see that it was this one.



Top Gun 3D re-release (2013) - At Legend 3D, we actually worked on this in 2011, after three massive layoffs at the company. It was a rough time during that period, but the company eventually grew about a year after we started working on this. It went from working on this to The Amazing Spider-Man 1 (with Andrew Garfield), and then the projects got better from there. This was in selected theaters for a few days, but then went straight to Blu-Ray 3D. I was happy to see my name on the credits, but Man of Steel did it for me.



LawBreakers (2017) - Under one of the many Contract/freelance artists. The servers for this game shut down a little over a year after the game came.



Desert Bus VR (2017) - It's still available on Steam to play in VR or non-VR, and it's free. I was credited in the game on one of the posters by the bus stop, right when you start the game. I think most, or all of the devs, at Dinosaur Gams were credited in that poster.



Crash Bandicoot 4 (2020) - Under Airborn Studios, 3D Level Artist. I was only with them for a month, under a trial period, working remotely (PST, CET/UTC +1), and if it went through, I would've stayed on the project for 9 months. I didn't get past the trial period due to various reasons, mixed with time, feedback, and revisions. This was from June to early July 2019. I'm grateful that they still credited me for the short amount of time I was on the project. It was a fun opportunity, which I believe led me to work at Vicarious Visions, the team that made the Crash Bandicoot N-Sane Trilogy. This game came out in early October 2020.



Tony Hawk's Pro-Skater 1+2 (2020) - Under Environment Art. I joined in early October 2019. This game came out in early September 2020. The art team was done around August and shifted gears to playtesting Call of Duty Warzone, prepping to do some material and environment artwork on Warzone.


I thought I'd also add Call of Duty Black Ops Cold War, in case anyone was curious. My name's not on the credits. They just listed Vicarious Visions and Toys For Bob under Special Thanks. Some of the devs at Vicarious Visions worked on Black Ops Cold, and a few others worked on Warzone, mainly for the '84 Verdansk map that's in the same time period as Black Ops Cold War. I'm not really sure if the Warzone game itself has a credits section. Last I checked, they didn't have one. I only made 5 materials for the '84 Verdansk map, which I don't think were added to the game (which is fine). The art team that worked on THPS1+2 had about a month to playtest the seasonal builds for Warzone before working on the '84 Verdansk map. We all made a few materials. I spent just about 2 weeks, or under, on those materials before my contract ended, and I later joined GameSim right after. The rest of the team continued working on the '84 Verdansk map after I left.

I'm glad that we at least touched a Call of Duty game. Activision makes a CoD game almost every year, but now with Warzone, there'll always be more content, or just anything related to Call of Duty, every year. Vicarious Visions worked on a few CoD games before this one; one was Infinite Warfare, and I want to say the other was a potential CoD game that got cancelled back in 2008-2010. VV eventually merged with Blizzard, not long after my contract ended with them. If they didn't, they'd probably continue working on Warzone, similar to what Toys For Bob ended up doing after Crash Bandicoot 4 came out (a month after THPS1+2).

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Hallway Scene Test - 2001 Space Oddysey

General / 18 October 2021

This was just a test, using one of the materials I made for GameTextures.com. It was based on this room or scene in the 2001 Space Odyssey movie. I wanted to make a room similar to this, using just modular pieces, just to see what it would look like. This game me some time to get familiar with UE5. There's still a lot for me to learn in the engine.

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MeetMat2 3D Print, Stratasys

General / 08 September 2021


These photos were taken 2 months ago. Stratasys, a 3D printing company, reached out to me to print my MeetMat2 - Eggs Benedict material/character. They printed a few other MeetMat2 models from other artists.
I've never done any 3D prints at all, so it was neat just to see how this turned out.
I held off on posting these right away when they came in. The company's fine with artists showing their MeetMat2 3D prints.
The MeetMat2 contest took place around early 2020. I textured and submitted my entry over the weekend, on Super Bowl weekend. It flew by so quickly. I was at the office at Vicarious Visions on both Saturday and Sunday, getting this wrapped up and submitted. I didn't really care if it won the contest; I just wanted to participate and hopefully have this part of the next MeetMat book, if Allegorithmic or Adobe ever decides to make one.

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GameSim/Keywords Studios, GameTextures, etc.

General / 29 June 2021


I haven't posted on here since I made my sci-fi panels. This is not much of an art blog, but more of where I am in my career. I've been working with GameSim, a Keywords Studio in Orlando, FL. I did actually move to Orlando, FL, but temporarily. I joined right after my contract ended at Vicarious Visions in Albany, NY. With many game developers working from home because of the pandemic, this has become the norm. But, I wanted to visit Orlando, and experience what it was like there, so I packed lightly for this move and was there from February 2021 to May 2021. I was able to meet some of the members in my team, but not the whole company.

GameSim started out as a government contractor in Orlando, FL, working on military training simulations, and then started working with a few game studios, mainly EA Tiburon, in the area. The company was acquired by Keywords Studios four years ago. The company's focus now is more catered towards games. There's so much going on under the hood at GameSim. I'm already 10 months in, and am enjoying my time working with them.


I actually had an interview at another Keywords Studio, Lakshya Digital in Redmond, WA, for an Outsource Environment Artist role, but didn't get the job. That was 2 years ago in early 2019. It almost comes full circle, but for this case, I'm a contractor working with them.



Also, I just wrapped up making a set of materials for GameTextures.com. I started around early January and just finished my last one a few days ago. I was working on them on the side, in between my trip to Orlando, FL. I'll post more of them soon, once GameTextures publishes them.

These past 2 years have been interesting, since I got let go at Hardsuit Labs on Bloodlines 2, to working with Airborn Studios, an art outsource company, Vicarious Visions/Activision in NY, and now GameSim.



Separate from all of this, I just wanted to add this here. I was there at GDC2019 when Paradox announced this game. It's been delayed three times now, and there have been so many fires and devs leaving the project. Just a few months ago, Paradox removed Hardsuit Labs from this project and will be giving it to another studio to finish it. One side of me wants to throw more of my opinion about what just happened, because it was HSL's pitch to make this game, but I'm all behind Paradox. Better than having this game cancelled. They spent so much time marketing this game, it'd be a waste to just cancel it.
This all screams Activision. My contract at Vicarious Visions ended months before they merged with Blizzard. Before the merge, we got a chance to work on Call of Duty: Warzone Season 3. I only worked on a few materials for the game, that I don't think made it in the game.

But, right after getting let go (fired) at Hardsuit Labs in March 2019, it went from that to this. I can't even complain.

And to add, on my way to Albany, NY, and while I was there, I had thoughts of visiting Florida or checking out a studio down there. Now, being with GameSim/Keywords Studios, that pretty much covers my story starting in San Diego, CA, going up to Seattle, WA, then to Albany, NY, out of the blue, and to Orlando, FL, just to try it out. I did fly back to Seattle right when I started working with GameSim, but ended up staying in Orlando for 3 months, and spent about a week outside of the city to visit Key West and Miami.

The AAA bug just all came about in just one year or so with Activision. I'm now back in the Seattle area, with no real rush to jump to another studio. I plan on going through some of the new features on Substance Designer and Painter, and will eventually check out Unreal Engine 5 at some point.
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Sci-Fi Floor Panels WIP 3

General / 29 August 2020

Another update on these panels. I'm tempted to want to make a few more to make a corridor. Not sure yet.


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Sci-Fi Floor Panels WIP 2

General / 29 August 2020

Another update on the sci-fi panels. Because of time constraints, I'll just focus on this. I had a small scene in mind, but I'll just scrap it. I've never really done much sci-fi panels. This has been challenging just trying to make sense out of it. Going to add a few bolts (I know I'm missing a few), and then will try to add some color to it.

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Sci-Fi Floor Panels WIP

General / 28 August 2020


Working on some sci-fi floor panels. I'm not fully behind what I just made, but I'll keep the pattern design. 

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Blocktober

General / 03 October 2019

I thought I'd join in #Blocktober, before I move out to Albany, NY. Here's my first attempt. I was aiming for something similar to the Gang Beasts game. I don't know if this Blocktober goes on every day or whenever, but I might try something totally different next time around.




This was based on The Shop on The Messenger game. I'm not entirely sure if this even counts as a blockout.




The 3rd one was based on This is the Police 2.


  

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Vicarious Visions!

General / 17 September 2019

Alright, announcement time. In October, I'll be joining Vicarious Visions! Over at Albany, NY, as an Environment Artist!

Looking forward to working with the team there. Going to try something new for a change.

I'm going to miss Seattle, but who knows, I might come back here or to SoCal. This will be a one-year contract. I'll see how this goes. I'm liking the idea either way, giving this a shot.

It's been an interesting journey just going through hoops, finding the next gig. It was great working at Hardsuit Labs, for as long as I did on Bloodlines 2, and being there when Paradox announced the game at GDC earlier this year.

After that ended, it's been a fun ride jumping on board with Evil Noob, an indie team down in Miami, Florida, just for the sake of working with a team down there. And, having a chance to work with Airborn Studios was awesome.

But now it's onward and upward, especially all the way to Albany, NY!


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[UE4 - WIP] Columbia Scene - (Based on Hitman 2) - Rock Sculpts

General / 07 April 2019


Made some rock sculpts, chunked together. I'm planning on rotating them around. These are about 2m tall.
For now, I just made one set, and I might make another one. I may add in smaller rock pieces later, but I plan on making bigger chunks, using mainly tileable materials.

I'm open to critique; this one's still a WIP. I sculpted the bigger shapes, baked them down, and textured them in Substance Painter. I went through some iterations with these. Ended up wanting to have sharper edges on these, but I'm not quite sure if they're too sharp or if it looks stylized in a way.

Aside from these, the ground meshes work for the material blends, and for now, I'll be focusing on the rocks and cliffs, and then most likely foliage pieces next.

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