Tuesday, July 05, 2011



I got the chance to work on the latest SSX game while on contract for Electronic Arts Canada in Vancouver.  My initial tasks involved creating all of the background mountain ranges for the front end as well as the in game versions.  Later on I was put in charge of a small pod to help with track work.  It was an extremely tight schedule as we had a lot to do with very little time so I can say that I am quite proud of what we managed to accomplish.



Thursday, February 03, 2011

   Here is a Prototype that we started working on at Propaganda before being shut down.  It was supposed to be a bit of a throwback to classic side scrollers.


{The image is quite wide so zoom in and scroll left to right.}


   While I was involved from the very begining on the layout of the map, my main areas where the middle combat pit as well as the final boss fight.

player start
combat pit.
secondary area.
Boss fight area.

Thursday, January 27, 2011

    For the past 2+ years I have been working as a Senior World Artist on "Pirates of the Caribbean, Armada of the Damned" for Propaganda Studios. Unfortunately we never got to finish it as the project was cancelled after 3 years of development. Really unfortunate as the game was coming along quite nicely and was getting some favorable reviews. I feel very proud of the work that was done by the entire team on this project.

You could say that the town of Port Royal was my own personal playground. I was involved from the very beginning; from the town’s layout through what became a nearly finished massive level. Throughout the production process I was in charge of refining and crafting the look of the assets, balancing the materials and textures and set dressing. I also worked very closely with the design department to accommodate their requests for modifications due to game play requirements.

Here are a few screens of the game showcasing the town of Port Royal.






     The following screen-shots show the town of Tortuga; the hub of our game.  My main area of concern was with asset polish, modeling and surfacing of the architectural elements as well as set dressing of the town core.  Being a senior artist, I was also involved with mentoring and guiding the art team in conjunction with my lead to make sure that we got the best work out of the other artists;  Be it setting the quality bar or making sure that frame rates and memory stayed within budgets by helping them troubleshoot problematic areas.