This page is meant to show projects that are work-in-progress, general workflow, or reasonable practice work. Latest work is at TOP.
Working on a side project to get some experience in Unity and possibly mobile portability. Here are a few of the screenshots from 3dsmax so far:
Level blockout:
Low-res crates:
I was helping out a Baltimore indie startup on one of their first projects, Aurora. It was a basic space shooter and they had some basic gameplay but they wanted to revamp the art. I only worked with them for a few months in my spare time and here you can see a few of the elements I built for them.
Planet revisions:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJQQby36F7SM9hCq-NJg_aR5XsaOoyLETunf8ngUQ9RsTJ23muO-cuRMEMhORbjzOWd2vQ-sSZpLdQnOAST16JLtxKuQd4orORaNeJGTszjlfPAj69axzyaq5CNfPXGEnajRAwHhXQT0E/s1600/Planet_Haven.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL_kNeFqWzRbg_VXRuPztTFKLXA9_be8tBjMEdXe7UNdHHwseX9MrPenIamonCF6nch3vYSK5Z8uknbJfffnufLRqKZa5AQ_R3Jzk1AvvHRVtx7PhNOYngybW0pslD3ktYCsojkWVFZFg/s1600/Planet_Rock.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDnJvl8YQMrp7tPUMNIEUJJ0vw4eNHIA3ynueTAjBn1o80m8NRBSirrdPZHJkar33vtQcnvpeYjodmH5RrBr3cWNZyppgV6xsIn_xVepRhYATcGTw8PIkgi74CPxgZeQcL3vx1HJPVKlU/s1600/Planet_Ice.jpg)
Animated ships and effects:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMuCHUaH0K-xjkOtWVYlhNdbOhpVrH8PeaiPTyXjPlT4X_UTNWpcu5DsRpX7mAt8oUvlZOaPTPzRNn6MTHnNgNNI9DCGkJJvl4bFwSQoV-0I0A9tMAQZHubhBBj32EFzWyV_fvHDvygYM/s1600/Enemy_Fly1.gif)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgXslogiT6gMnsUWAAcvOvmBV5ADnTcHSezyCChPR315OhCyG0GDVYPBi9BzO-AymCuHplf36Q3UsP-7ZXB-lWROFLdo4W-gdPx-IQ0v3DamfvX7DVQ-MIjzzeRQfZ85h-Cgw_ryhkVSs/s1600/Player_Fly.gif)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4i-90PCRpRdY1wqoHYqmxQyfh8pcST3ypGJkS-_gsJpOXw_inp_VW2TDpx3FpJna5LNwPM_jOImc82qPBaMS_9K1tWOHOYOy62k306qEn_lrx9DMvOuti2LuN5DGaeIIAk3GmCFIqQBU/s1600/Enemy_Carrier.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGf5DdIUwwXsQI3pS8NDcuiiA7mnR5q6KDb8CgfMvYqajPF_z4gnU9-M6uJDZnvU_8TVi_rQwKGV2ynSAOjedrnoDsxC2irYNHcV_uTMyIGloI7XxRvdz-s-LaFRBuyBDLeIwKpBrdb9o/s1600/Plasma.gif)
And to give an idea of what the game looked like before to only a little bit later:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghsDsM22SLh_ETnaoMA7URVz1_gJeacRp-6Q6OTIOiFL32Z6teElRKJPRE-TojF7kravl76YO9-0cLKkMuSp_UWYl6HDFLwiW7uv6xqhwZw1tFOCMuz4HGyr28ksvK80HNFJstRqLyOmY/s1600/Aurora_Compare.png)
I don't do much stylized work so I wanted to keep trying out some techniques. Here is a WIP tileable roof texture for the medieval house.
Below is an example of me going for more of a stylized approach to an asset. Typically I push more for photo-real so it was a good exercise which I might expand upon. Screengrab from Marmoset.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbsSLN5hax90gFxGBCq_9jITAJI8BiyeNsz09ZV4X6msyqjUumcoYNYWXWVcanK2K8XPHLSSmPK09E9doQXDA0yUaIosxu_ZDAwYkWyOM90TMZs625kNXRAdZ5DCJuduEcH2OyYBsYVE8/s640/Barrel_Final.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLQANLuNq-Zvr7dv42E5SVOT9dVQfG4P7cQHk2tmZ_-VjwwcmSqjP7iuseizJAmEie298Ztb6CHDO6BZKNCQv46DecQNgBCbUsgga7-52rJbLvOPQMPEos6npEg0KQBfc1FGpZSDH5QjI/s640/Barrel_Ground_Final_2.jpg)
Theater
I started working on a blockout for a theater in UDK. Below is a textured low-poly seat set and the high-poly along with in-viewport blockout screengrabs.
Displayed in Max 2012 and UDK viewports.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZt7ou7eCTE7agGKSm_wli5vN_bnjJZU2cdV3yhnZQkKWqafArmsYQWWF5z15pk9Xn0cgvAAlsx2xXZiPV2ZHCyA2cxFzJuOIHDsRGeTMJwiY8CNWMykWft2ZlLVEtNjWc8txsbXL0bsQ/s1600/Seat.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBl-SwRF02ZVC5ijINpDKAETCuXhUF7YLi0kLPqvKggZj2HksQrqUZXz2BDDJeKhHKGKLxpDXkcj-l0tkwmI3HVnj0BFvyxsBTL9r7Imhq-tSEdrCcvmQVICu3-dJWLgKCL2dKc_7cyZc/s1600/Seat_FInal_1.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTa_bBoI6-B3BZuHaGJKhaU0DvB8Uj6Pk7aWIHmays_SzrhLcGN7YAzGNClGf8wuJrxCJzN0whvaKm7eV6w1W5o52hO3WxfE0G6LktSSi2adT62aAmzk9fnGunIB208lNdLHYUcPy_-HI/s1600/Progress_5.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBjAccFDZgbF2qrX6guSSHwfjZbVIdY35nis7v0uOACqR3pvBGPhPtGWzuaEUrtFeJKKndDGxqsimZqcrSc7tQBG1vmNxvASK0Whp9szKkY-xbqEHtT0kMtL-E9xdEgucsk0AsFAuDYgU/s1600/Progress_1.jpg)
This was started with an intention to work on a section of an old amusement park.
Displayed in Max 2012, Marmoset and UDK viewports.
UDK viewport render of the current status.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2vdHj_wlcA3bhlyvMyPmscxqZ2P7xoSyVxh6rKZNEqUaX3xdiI3DJlVGAl3dk_gCLrTzI038NDXWiaWXwIHSGfkWCCeAeeDyADes2L8CGzqzC50mVXVMyRKLuJcrAEnk4TYbW2PXHgx4/s1600/UDK_1_sm.jpg)
Final tile variations with texture pass. Next step is using these variants to lay out the arena walls. Rendered with Marmoset Toolbag.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLAT4H6ibOHCbTvt9F8FHIbmu5IWfex93SdBkY18ST5vMDwThxiE9W0xVSR7Kkz-3kcLnsQq9u182_96nUthtV1iflhJhQZ1-rpQGW-9Iwsk3Xs6GdjCu245DSxbU5mpT_WhQR4wJy4qQ/s1600/Finished_Tiles_sm.jpg)
Texturing progress on tiles. This is in MAX viewport, diffuse texture only.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgckLSCfLOBkNNTjR7_U6s1OSRFfApKYZiTxk0ab-EaYe_vvOuOacUFSA8vrBBmqNY9mU_SEEe8ZOyOCnCmMWSusdS70gm5kag9A0DqbmGz30F0pGEOeKIT0dQhvYs-hEc-Qj3nGNvJZvE/s1600/wood_railing_DIF_WIP.jpg)
Here are higher-res block-ins for the straight wall pieces. I did make a few changes to these after looking closer at real-world architecture from this time period.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB9TOPh2GB4JBWL_iQCHDfLsVVn_lNzy0Gyu7huZO62qmunvw5diTn0RoASZ9lOmdS8iUmXXAnoH5t5kJPHV2FTAaOmhsMcN_6Kx3IqpJnfPZCTOsX7BWxvOMMnffF1zTMZJysoDmaM9k/s1600/Tiles_1_sm.jpg)
Here is the original blockout in 3DSMax.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixCANYQHEDtV457LlH2RQJfsx4JxX-VbYptAbkfqIReVf8N0EYiHzElvBb3_GZodMD1y0cgcfFFj3b99wQhUe4FznqjQiXbZIviKp5Hk3gc6xQPoDJX0lZA2QgElEKFwVaizWJCNS0bTw/s1600/Bumper_Cars.jpg)
This is a cooler model that I figured I could use as a prop in the scene and get familiar with UDK.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0kT2DxgxsS56w9O6NDgUfvIO8boWYTYu2rwHRHrgPKplIWRjjZMuQlF76HfevdW7OlV8KjGVnZ1U-hfZwkQR7Jb2pLmHDfEC1Q2uin7YVDBSivipgbAY4W8x1xDhW9GT1qW8v4kBS5oo/s1600/Cooler_A.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2ED0DUDlQETgn7N2v3zfSHVmYwbEVeBizEgmWQxRYei6IMKy-kDc_vDyH6_WgE6NAT4dO1p4Zuf4eJEKMrCLmAkf-wPJFxV1Csx4ht8-ZVaMFYj-STnANwgue4ZGNTcWCdw2GnseAKJY/s640/Coolers.jpg)
The screens below are backgrounds I created for an independent iPhone game, Germs. The project was put on hold while the programmer needed to shift focus.
Back in 2009 I worked with a friend of mine on a short film. It was for a local festival a former classmate of mine runs called Project 21. We had 21 days to do the entire film from conception to final. I was mainly responsible in the concept phase and the layouts of the shots. It was fun and a learning experience.