Yas Marina Circuit - Forza Motorsport

Worked in a small team to build entire track. All grass(textures,materials,blends) created myself utilizing ZBrush's FiberMesh.

Yas Marina Circuit - Forza Motorsport

All the grass done using ZBrush FiberMesh. Also created barriers and some of the background buildings. Collaborated on deco & polish of rest of the environment including; buildings, vegetation, grandstands, roads, lights.

Yas Marina Circuit - Forza Motorsport

Created & placed all yachts for this track, guardrails, safety barriers, and catch-fencing(models,textures,materials). Created painted road surface textures and materials. Collaborated on buildings, grandstands, and various other elements.

Yas Marina Circuit - Forza Motorsport

Created & placed all yachts for this track, guardrails, safety barriers, maintenance roads, and catch-fencing(models,textures,blends,materials). Collaborated on buildings, terrain, crowds.

Yas Marina Circuit - Forza Motorsport

Artificial turf textures created using ZBrush FiberMesh. Finalized painted curbs & painted roads(textures,materials,blends)

Yas Marina - Barriers and Fencing

Created the modular barrier and catchfence system for this track utilizing RailClone(models,textures,materials). Collaborated on grandstands, sideroads, vegetation, bridge, signage, and raceday objects.

Yas Marina Circuit - Underground Pit Exit

Created the underpass pitlane area, walls, barriers, guardrails, painted road surface. Polished buildings and various other background elements.

Yas Marina Circuit - Underground Pit Exit

Created the underpass pitlane area, walls, barriers, guardrails, painted road surface. Polished buildings and various other background elements.

Yas Marina Circuit - Abu Dhabi

Created starting grid lights structure, guardrails, and catchfencing(models,textures,materials). Polished grandstands, background buildings, terrain, signage, and roads.

Yas Marina Circuit - Abu Dhabi

Created starting grid lights structure, guardrails, and catchfencing(models,textures,materials). Polished grandstand models, textures, and materials.

Circuit de Rio - Brazil

Created grid lights and Rio branding wrap, polished model/materials for starting structure. Polished various other track elements; road, skyline, billboards, guardrails, brakemarkers.

Circuit de Rio - Brazil

Created Rio signage models,textures, and materials. Helped to create, implement, and document the dynamic tire system. Polished various other track objects; catchfencing, lightpoles, guardrails, road, buildings.

Circuit de Prague - Czech Republic

Worked on all parkland/riverside terrain, retaining walls, pathways, curbs. Created grass textures utilizing Zbrush FiberMesh. Terrain macro normals with World Machine. Polished/Decorated; vegetation, signage, guardrails, statues, bollards, and benches.

Circuit de Prague - Parkland

Worked on all parkland/riverside terrain, retaining walls, pathways, curbs. Created grass textures utilizing Zbrush FiberMesh. Terrain macro normals done in World Machine. Polished/Decorated; vegetation, signage, guardrails, statues, bollards, and benches.

Circuit de Prague - Tree Tunnel

Collaborated on all the trees, terrain, retaining walls, fencing, pathways, and curbs. Polish/Placement; vegetation, signage, guardrails, lightpoles.

Circuit de Prague - Tree Tunnel

Collaborated on all the trees, terrain, retaining walls, fencing, pathways, and curbs. Polish/Placement; vegetation, signage, guardrails, lightpoles.

Polish & optimization of vegetation, terrain, grandstands, buildings, track objects models,textures, blends, and materials.

Nordschleife - Nürburgring

Polish/placement vegetation, terrain, guardrails, catchfencing, track objects.

Brands Hatch Circuit - England

Created terrain textures(ZBrush/Photoshop).

Brands Hatch Circuit - England

Created terrain textures(ZBrush/Photoshop).

UNSC Infinity - Halo 4

Created various large objects and debris(see additional images), responsible for entire room's poly reduction.

UNSC Infinity - Halo 4

Created various large objects and debris(see additional images), responsible for entire room's poly reduction.

UNSC Infinity

Created model, textures, materials. High poly created for baked normals.

UNSC Infinity

Created base model structure and added various kitbashed elements.

UNSC Infinity

Created base model structure and added various kitbashed elements.

UNSC Infinity

Created model, textures, materials. High poly created for baked normals.

Mobile Asset Test

Model, texture, and material optimized for mobile platforms.

Mobile Asset Test

High poly baked for model and textures(diffuse & normal) - ZBrush

MH-6 Little Bird

Modeled from reference, textured from scratch and bakes.

MH-6 Little Bird

Modeled from reference, textured from scratch and bakes.

Saw II

Starting from whitebox, I was responsible for fully decorating and lighting the scene to final. All of the game's environments were created from a modular wall/floor/trim system that I collaborated to create/implement - Unreal 3

Saw II - Level Finale, Environment Puzzle

Starting with the pool and some of the cage centerpiece in place, I delivered the entire scene to final lighting/decoration(incl. refraction effect)/materials/debug - Unreal 3

Saw II - Poolside

Fully lit and decorated from start to final. Original created assets include; destroyed pillars/wall, piping, debris. - Unreal 3

Saw II - Vending Machines

Created vending assets. Rest of scene decorated & lit to final polish - Unreal 3

Saw II - Sewers

Responsible for taking scene from whitebox to final decoration & lighting. Original assets include; piping, wooden structures. - Unreal 3

Saw II - Sewers

One of the many rooms using the modular wall/floor/trim system that I collaborated on. Start to finish lighting/deco - Unreal 3

Saw II - Railway Platform

This area was created from start to finish, lighting/deco. My original assets; stairs/railing, signage, light fixtures - Unreal 3

Saw II - Hotel Alley

All lighting/deco/materials from scratch to final polish - Unreal 3

Saw II - Bad Deal

Another room created with the modular design. Original assets include; poker set, webbing - Unreal 3

Saw II - Attic

Starting from scratch, deco/lighting to final polish. Original assets; checker board, debris, webbing, wires/lightshafts - Unreal 3