Environemtns Objects Games 2D Bio
 
 
ColinMcRae - Dirt 2
 
ofp2_box Developer: Codemasters
Publisher: Codemasters
Format: Xbox 360 / Playstation 3 / PC
Description: Colin McRae: DiRT 2 will take players on a World Tour of adrenaline-fuelled extreme off-road events in stunning real-world locations. Events include exhilarating rally cross in the massive Los Angeles sports stadium's "Stadium King Shootout", edge-of-control canyon racing of Utah's "Creek Trailblazer" event, the "Rawang Rally Run" along treacherous Malaysian rainforest tracks and the "Battersea Battle", where night races are staged at the iconic London power station. Building on the technical and gameplay benchmark of Colin McRae: DiRT and borrowing from snowboarding and skateboarding lifestyle and culture, Colin McRae: DiRT 2 will also add full online multiplayer functions to extend the gaming experience and build a thriving community.
  • Colin McRae: DiRT 2 boasts 9 varied real-world locations throughout the game to create a virtual DiRT World Tour with cultural styling and brands to make each location unique
  • 100+ off-road racing events including rally, rallycross, raid and trailblazer
  • DiRT2 is powered by the third generation of the EGO Engine racing technology
  • Unprecedented visual fidelity with cars and tracks twice as detailed as seen in GRID
  • Supports full online multiplayer across all racing genres
 

Position: My primary role on Dirt 2 was the full production cycle of the "China" Trailblazer event including production of the environment, assets, track surface and implementation into the EGO engine. I was also responsible for track and monitoring of outsource worked being developed by 3rd Party outsourcers.

As part of the outsource control some of my duties included working with the outsource studio directly (Shanghai, China) in order to help them implement their work into the EGO engine offsite and help explain the production cycle in person.

 

 

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OperationFlashpoint 2 - Dragon Rising
 
ofp2_box Developer: Codemasters
Publisher: Codemasters
Format: Xbox 360 / Playstation 3 / PC
Description: Building on the original game's heritage, Operation Flashpoint 2 sees the most realistic modeling of conflict scenarios in a new contemporary theatre of war. By offering a multitude of military disciplines, game play will deliver warfare more realistic and intense then ever before, while an extensive multiplayer component will create battles on an incredible scale.
  • Full open world environment with 2400 square km to explore.
  • Dynamically deformable terrain.
  • Scenery with damage modeling
  • A huge arsenal of weapons and military vehicles to drive.
  • 24 online multiplayer and 4 player coop mode.
 

Position: During the 9 months of development of Operation Flashpoint 2 i was responsible for production of a variety of key game assets including all bespoke cut scene environments as well as some other assets including vehicles, buildings and trees.

Operation Flashpoint 2 - Dragon Rising was the first true open world title that i had worked on as well as my first project working for the recently acquired Codemasters studio. I continued as my previous role as a Senior Environment Artist.

 

 

   

 
SegaRally3
 
  Developer: Sega Racing Studio
Publisher: Sega Amusements
Format: Arcade
Description: Sega Rally 3 is the true arcade successor to the Sega Rally Arcade released in 1995 but built around the latest Sega Rally Revo technology.
  • WRC 2008 sponsored cars, as well as the return of the classic Lancia Delta and Toyota Celica.
  • Dynamically deformable terrain.
  • Scenery with damage modeling
  • Realistic modeling of dirt and mud affecting cars' performance.
  • 5 including the classic return of Desert 95'.
  • Unique hi-tech hydraulic race cabinets for up to 6 players.
 

Position: While working on Sega Rally 3 i was titled as a "Senior Environment Artist". This position meant i was responsible for the full production of a environment and a series of race routes feature in the game.

I was also responsible for the production and out-sourcing of key game assets used across the whole title. Sega Rally also gave me a opportunity to greatly develop the standard of my work on “Next-Generation” platforms, for both hardware and software. Including using advanced pixel shaders as well as using Sculpting tools such as Mud-Box and Z-Brush.

 

 


 
SegaRallyRevo
 
Developer: Sega Racing Studio
Publisher: Sega PLC
Format: PS3, Xbox 360 & PC-DVD
Description: Sega Rally finally returns on Next Gen consoles:
  • Over 30 vehicles to choose from, both 4WD and 2WD as well as classic rally vehicles.
  • Dynamically deformable terrain.
  • Scenery with damage modeling
  • Realistic modeling of dirt and mud affecting cars' performance.
  • 6 racing environments.
  • There will be 16 different tracks in total.
  • Multiplayer split-screen mode (2-player only)(should be noted though that the pc version of the game has some troubles if you try to play with two Xbox 360 controllers, only one of the gamepads are recognized, so essentially only one player with 360 controller and the other with keyboard only)
  • Online multiplayer for up to six racers

The game is intended to be as realistic as possible while still retaining the arcade style gameplay long associated with the Sega Rally series.

 

Position: While working on Sega Rally Revo i was titled as a "Senior Environment Artist". This position meant i was responsible for the full production of a environment and a series of race routes feature in the game.

I was also responsible for the production and out-sourcing of key game assets used across the whole title. Sega Rally also gave me a opportunity to greatly develop the standard of my work on “Next-Generation” platforms, for both hardware and software. Including using advanced pixel shaders as well as using Sculpting tools such as Mud-Box and Z-Brush.

 

 


 
ShellShock 2
 
Developer: Rebellion Derby
Publisher: Eidos PLC
Format: PS2 > PS3 / Xbox 360
Description: Shellshock is still under development so no information can be listed on here. Please contact me for details.
 

Position: My main role was as an environment and asset builder. This included production of vehicles, weapons and buildings used within the 1965' Vietnam War. I was also responsible for multiple environments. This included complete construction from concept / design to the final stages of texturing, lighting and refinement.

 
 

Challenges: Shellshock was one of the first large and AAA title i worked on during my employment at Core-Design (Rebellion Derby). It was therefore a much larger project with a big team size, therefore planning and time structures played a critical role in the development phase.

Shellshock was also the first title i had worked on that spanned a games console generation gap. It was therefore important to help with engine development team, as well as learning new technology features such as pixel shaders and per pixel lighting.

 

 
SmartBomb
 
Developer: Core-Design Ltd
Publisher: Eidos PLC
Format: PSP
Description: The World is under attack from a crazed bomber who has set up an intricate network of bombs across the Globe. As part of a specialized Bomb Disposal Unit, it is up to you to diffuse the threat. Time is running out. Can you save the World?!

Smart Bomb delivers a tense game play experience as players are faced with a series of fast paced 3D puzzles designed to obstruct the player from getting to the detonator – the heart of the bomb. The puzzles take full advantage of the 3D environments possible on the new PSP. Navigation in, around, and through the bombs gives the player such a feeling of immersion that the PSP feels like a time bomb in your hands.

 

Position: My position in Smartbomb was a 3D artist. It involved a wide range of 3D pieces from detailed Cut-Scene objects including real world vehicles and objects like planes and radar telescopes, to detailed environments including ocean research centers to secret bomb disposal labs.

As well as cut scenes i also had to design and develop puzzles for the game from paper layouts and initial sketches to developing the detailed geometry and textures for use inside the bomb interiors.

 
 

Challenges: As well as being my first major game title it was also a Playstation Portable (PSP) launch title. It was therefore a learning experience for all the team members and required allot of research and testing to find out what the new hardware was capable of throughout the games development.

Due to the project being designed for a prototype handheld restrictions and strict monitoring of polygon and texture pages had to be adhered to. Although very restrictive at times this constraint was an extremely useful learning process for myself and will be extremely useful for developing future titles on similar hardware.