Working on Gears 5 was an amazing experience. I had the opportunity to work with and learn from many knowledgeable and skilled individuals. These images from Act 1 Chapter 3 - This is War, are some of the areas where I contributed through additional set dressing and art polish tasks. Some of these tasks included vertex painting, decal placement, adding additional rubble and debris, creating proxy meshes for the environment art team, and working on custom road meshes.
In Act 1 I contributed to several areas of Chapter 4 - The Tide Turns. This first set of images covers the beginning of the level through to the hotel's kitchen. For these areas I contributed through additional set dressing and art polish tasks.
In Act 1 I contributed to several areas of Chapter 4 - The Tide Turns. This second set of images covers the theater's street fight through to the main stage. For the street fight section I was responsible for additional set dressing and polish tasks. For the theater's backstage and main stage areas I was responsible for the Visuals 3 pass, additional set dressing, and art polish tasks.
This is a section of Baird's Lab where I contributed through additional set dressing and art polish tasks such as creating and placing proxy meshes for the environment art team and working with level design on the training room floor.
For the Armory section of New Ephyra I was responsible for the Visuals 3 pass including the interior room layout, set dressing, creating proxy meshes for the environment art team, assembling the floors and ceilings, and art polish tasks.
New Ephyra was initially larger than what was shipped. Here are some images from completed sections. I was responsible for additional set dressing and art polish tasks.
In the ice open world section of Act 2 I contributed to several major and minor points of interest. These images are from a few of the major POI’s. For the Condor Crash POI I was responsible for additional set dressing and art polish tasks. For The Dam and one of the PreKadar Towers I was responsible for polish tasks including a frost material pass on both buildings and included props.
For the sand open world in Act 3 I contributed through a variety of art polish tasks including landscape/terrain sculpting, vertex painting, shelling/optimizing some of the sand city buildings, additional set dressing of shelled buildings, foliage, cliffs, and rubble.
These are a few images from areas between points of interest in the ice open world of Act 2. I contributed to the art polish of these areas through landscape/terrain sculpting, vertex painting, decal and foliage placement, additional set dressing of cliffs, rubble, and trees.
For a personal side project I sculpted two lion statues. One was posed growling while the other was posed alert and ready to pounce. I sculpted the high res version of these assets in ZBrush and finished the low res version in Maya. I created the base concrete and mossy materials in Substance Designer and painted the prop in Substance Painter.
This is one of the props I created for a personal side project where I explored creating a game environment in Unreal Engine 4. I sculpted a high res version of this asset in ZBrush and finished the low res version in Maya. Materials were created in Substance Designer.
This was my first side project in Unreal Engine 4 that I used to learn about and explore modular kit building, tileable textures, and material creation in my personal time. Looking back on this project there were many valuable lessons that I learned along the way that have influenced and changed my approach when working on these tasks.
This is a tileable Hawthorn tree bark material I created in Substance Designer for a personal side project.
This is a tileable muddy ground material I created with Substance Designer for a personal side project.
This is a tileable weathered wood planks material I created in Substance Designer for a personal side project.
I completed this reel during my time as a student at the Vancouver Film School. I was responsible for all aspects of the reel with the exception of the compositing which was done by Amanda Roop.