PROFESSIONAL PROJECTS: 2011 - 2014
Below are projects I've worked on while part of Criterion Games/Ghost Games. I've added descriptions of what my role was and what it involved.
While officially working for Criterion Games our studio helped with the creation of Need for Speed: Rivals along side Ghost Games. My main responsibilities included designing road networks, blocking out the look and feel and gameplay features. Once the model art was completed by Outsourcers it was a case of scene management and scene composition to bring the look of the game up to final polish quality for shipping.
I was a road owner, looking after at least 2 roads to completion as well as working on 4 or 5 others taking them to various quality levels so that they could be handed off to other artists to complete.
I was a road owner, looking after at least 2 roads to completion as well as working on 4 or 5 others taking them to various quality levels so that they could be handed off to other artists to complete.
As shown above various stages to the construction to the levels involved road spline manipulation across the terrain, then terrain modelling by hand, although we do use World Machine for the more expansive areas and major backdrop mountains. Blocking out major features along the road such as the Observatory shown above along with scene composition like trees, rocks, barriers, signage, buildings etc. placed to look as dramatic and beautiful to the player as they drive passed. All the images below are taken from my roads.... Base Point and Laguna Rise.
My first project when I joined Criterion Games was Need for Speed: Most Wanted. My primary responsibilities on this project were to head a small team of artists converting the PS3 version of the game to run on PS VITA. A challenge to say the least. I was involved in scheduling work, performing optimization of assets as well as helping with modelling, lighting and asset production on the main PS3/360/PC title. I was also part of the DLC team creating the Airport level as well as being the support artist for the Wii-U conversion and responsible for the extra Wii-U only content.
Above is a shot from part of the terrain and scene placements I created for the Airport DLC pack for the 360/PS3 game. Below are shots from some of the actual PS Vita environments I optimized. The level of fidelity the team achieved was impressive, showing just how far the PS Vita could be pushed.
Below a few shots from the Airport DLC. I built the main sculpture/ramps area at the front of the Airport as well as polishing areas by adding water, foliage, placements etc. and also creating proxy objects for the Outsourcers to build into final art assets as shown below with the Aircraft model. I also used World Machine to create the extra Terrain/mountain used for this new area of the game. Also shown are the main areas I worked on in the main game. I built and textured the main feature bridge in the 'McClane' district - The large suspension bridge. I worked extensively in the Power Plant area too, with some modeling but mostly scene management and composition.