Tag: Animation
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Gunhead: Bridge Characters
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Gunhead: Drone
A close up of the drone’s armament. The drone deployed in space for visibility testing Early concept for an asymmetrical wing configuration The final concept that we moved forward with The rear ammo box and propulsion of the drone The drone deployed in profile for look devWhile at Alientrap I was tasked with bringing the…
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Gunhead: Airlock
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Lightsaber Suspended (WIP)
A study in environmental complexity: Steam form evaporation, melting from blade heat, fog rolling in, and vegetaion at all scales. The saber cuting through the ground. Not much can stop a light saber. The oppression of the Sith marches on, Who will save this town? The courtyard was fully detailed with vertext splatting used to…
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FuryStar Mk2 Fighter
The Fury Star was designed for leveling: weapons and maneuverability can be built up with modular parts. Tris: 13,246 Varriations textured to look as menacing as possible.
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Terrorarium: Gardener’s ship bridge
The bridge of the Gardener’s ship. A warm, welcoming space where most of the Terrorarium story is told. The direction for the ship bridge was like a kind old grandmother’s home, but set in a UFO. Everything form the hand drawn wallpaper design, to the Victorian-era flower illustrations was created or selected to communicate the…
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Terrorarium: Moogu Cave
The cave has a mysterious past. Some of these skeletons will become familiar though the game, others will remains mysteries. The cave when the player is first introduced. Part of the cave narrative relied on mystery and obfuscation. I used a mix of detail scales and visual effects to play into that uncertainty. Roles: Environment…
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Terrorarium: Pre-Rendered Cinematics
Roles: Cinematographer, Director, Editor, Environment Artist, Texture Artist, Animator, Look Developer, Concept Artist I was brought on by Stitch Media to create all of the Terrorarium pre-rendered cinematics. That meant working from the original narrative scripts and building everything from scratch. I created storyboards, modeled the required environments, created new shaders, textures, animations, and choreographed…
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AAP-003 – Vissualization
Roles: Environment Artist, Modeler, Animator, Choreographer, Cinematographer Created in unity for realtime, in engine rendering. The goal was to embrace the new cinematic tools that Unity has developed and build an amazing game environment.I generated/modelled and animated each ship, modelled the all environment assets (expert the rocks). All characters where created by me in FUSE.
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Terraformers: Space Command
For each model, I would sculpt a high poly in Blender, then bake and paint in Substance Painter.We wanted a vibrant living world for the player to battle on. Spicea Flos Mortem (Mobile Freindly) by MattMurch on Sketchfab Spicea Flos Mortem (High Poly Bake) by MattMurch on Sketchfab For each model, I would sculpt a…
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Terraformers: Space Command – Release Trailer
A spider mech takes on the slime The tri-station passes by the Terraformers logo The tri-station watches over the battleground. Aliens on the move. The tri-station passes by the Terraformers logo. Aliens attack the resource extractor. The tri-station passes by the Terraformers logo. A sniper mech and hover mech stand guard. Roles: Cinematographer, Technical Artist,…