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Pre-Production Studios, displays “prototype” features and effects I helped work on while these project were in the pre-production stage of development.


Scroll down for all studios or use the links listed to jump to a specific studio.


 

Avowed - 2020

Working with the design team, I was able to quickly prototype things like Post Process effects and magic attack visuals. This was also when I made the switch from using Cascade effects to Niagara driven systems.

It’s also a good example of needing to be able to wear multiple hats on projects. Having to know in-depth knowledge of material shaders, camera post processes, blueprint scripting, Niagara particle systems and more.

 
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Back for Blood - 2020

Working on B4B, I was the principle effects artist for the majority of pre-production and production. I help develop lots of dynamic systems; from water systems, reactionary birds and rodents and breakable props. While a majority of my work was later polished by another effects artist, I was able to setup a solid base of core systems to be utilized to help the project finish.

 
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THIS VIDEO IS UNDER NDA FOR THE TIME BEING

 

The initiative - 2021

This video entails some “co-dev” work that Certain Affinity and Microsoft’s, “The Initiative”, had done together for the new Perfect Dark series.

 
 
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Blood, blood and more blood...

While BattleCry the game has been put on temporary hiatus, I had worked at BattleCry Studios for a year as the primary effects artist. All that I can show is what has been released to the public. 

That being said, primary duties on this game included: lots of stylized blood, sword swipe trails, misc environmental effects, shader R&D and working directly with CryEngine to help develop their tools.

Linked below are some video released during E3, that show off game play, as well as my effects work. 


In the video posted below, all of the blood work, sword swipes and special player powers are examples of my work. The style the game had going for it was wanting stronger graphic tones for the effects. 

 

This last video was done at an outsourced studio, but I wished to include it for people unaware of the type of game it is. 

 
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victory!

When I first arrived at Petroglyph I was assigned to work on "End of Nations". I worked primarily as a mid-level effect artist. My next assignment had me working on the development and execution of "Victory" a new gaming format called "MOTA". "MOTA" stands for Massive Online Tactical Area. The concept was to create a game that had an RTS structure, but then make it fast paced enough to compete with an arena style game like "League of Legend".

In this new position, I was given the leadership role of Art Lead. Part of my initial responsibility was to develop and write up an art doc. Along with the new responsibilities of being the Art Lead, which primarily included effects, I had additional responsibilities to serve as a concept artist, video producer, cameraman, editor, writer, and UI designer. My initial responsibility was to oversee and assist the team in a kickstarter campaign.

 

The video below is a game pitch trailer that the studio used as the main video on kickstarter. I edited and worked closely with members of the art staff to capture game footage that would grab the attention of viewers looking at our page. I also did a number of motion graphic work to transition scenes and introduce game units.

 

This next video was to “Meet the team”. We wanted to introduce some members of our staff on Victory to the public and set out to create a video that would do just that. I had the pleasure of writing, editing and directing this video, while also getting a chance to work with our studio photographer, Joel Rivera.