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3D rendering, animation, and digital painting What I contributed to the featured artwork Photos of the San Francisco Bay Area Work experience and contact information

Portfolio Credit Sheet


Battlefield: Hardline
I was the primary world builder for the levels "Backwoods", "Break Pointe", and "Thin Ice"
I was responsible for all visual look development of terrain which includes textures, shader authoring and subsequent platform branching, mesh scatter setup/creation, terrain layer painting, and set dressing. For "Break Pointe" I was also a primary driver of aquiring photogrammetry assets and played a large role in shaping the photo scanning pipeline for the DLC team. With regards for "Double Cross" I was the primary look development artist for the vistas and terrain and setup everything which included visual style guidelines that other artists followed.
With regards to the "Silo" environment I came in at the end as part of the polish task force for the E3 demo. My primary responsibilities were to give the level its trashy, filthy vibe via set dressing and material improvements.

Tomb Raider (2013)

Fire light shader. My shader reads in data from a dedicated graphics buffer that is driven by deferred lights which allow artists to simply place lights around their world and get scorching effects. It was a collaboration between me, the vfx artist (who created the particles), and rendering engineer (who setup the G-Buffer). All other artwork including characters, environments, and particles were created by coworkers.

Star Wars:The Force Unleashed II

nest_tfu2_a.jpg, nest_tfu2_b.jpg, nest_tfu2_c.jpg, nest_tfu2_d.jpg, nest_tfu2_e.jpg
Look development, lighting, modeling, textures, materials, and optimization were created by myself based off of concept art from coworkers. This was a vertical high bar slice created as a reference piece for other coworkers.


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Look development, lighting, modeling, and most shader design done primarily by me but with some shader collaboration and texturing assistance created by coworkers. Planet shader was coded by a coworker.


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Lighting and optimization done by me. All modeling, texturing, and materials created by co-workers.



Star Wars:TFU Ultimate Sith Edition

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Look development, RnD, pixel shader development, lighting, terrain/sky modeling, optimization, and initial matte painting setup/projection were created by myself. Final mountain painting, characters, props, concept art, and VFX were created by co-workers and outsourced studios.


Pixel Shaders

This is a skin shader test created with Mental Ray. The model and texture sets were created from a scanning process and obtained from: http://www.debevec.org/ . The lighting, shader network, and all other textures(used for remapping parameters) were created by me.

This shader and all of its properties and behaviors were created by me. It is compiled from a shader network editor. The nodes used for this editor were programmed by co-workers. The rock texture map and normal map were downloaded from the internet. The water ripple normal map was created by me.


shadera.jpg
Look development, RnD, shader network authoring, modeling, texturing, lighting, and performance optimizations were done by me. Reflection buffer and shader node programming were done by graphics engineers with my guidance on the effects I wanted.


Indiana Jones E3 2006 Prototype

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I was responsible for level pre-visualization as well as assisting in the level asset contruction breakdown and creation process. I was responsible for the architectural look development as well as the material FX. I modeled and textured approximately half the buildings including all of the side street vista views. I also performed prop placements and level optimization.




Star Wars:The Force Unleashed TIE Fighter Construction Facility Environment

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This is a near final WIP screenshot. Look development, modeling, texturing, shaders, and lighting were done by myself with the exception of the TIE bombers, Imperial Shuttle, and crates which were done by coworkers and outsourced studios. Characters and VFX were also created by coworkers.




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Final Hangar. Look development, modeling, and texturing, were done by myself with the exception of the TIE bombers, Imperial Shuttle, catwalks, and crates which were done by coworkers and outsourced studios. Coworkers also did additional lighting enhancements, characters and VFX.




nest_hanf.jpg
All look development, modeling, lighting, shader networks, and textures were created by me with the exception of the characters.




nest_cona.jpg, nest_conb.jpg, nest_conc.jpg, nest_cond.jpg, nest_cone.jpg
Look development, modeling, lighting, and shader networks were done by myself with the exception of the glass screen shader and texture. Wall textures, console textures, characters, and VFX were also created by coworkers.




nest_chaa.jpg, nest_chab.jpg, nest_chac.jpg
Shaders, atmosphere, and lighting created by me. All modeling, texturing, conceptual art, and VFX were created by coworkers. This is not the final shipped lighting version but appears in several trailers.




nest_hala.jpg, nest_halb.jpg, nest_halc.jpg >
Look development, shader networks, lighting, and floor created by me. All other modeling, texturing, characters, VFX, and conceptual design created by coworkers.



nest_shader.jpg



Gauntlet:Seven Sorrows

gaunt14.jpg, gaunt15.jpg, gaunt16.jpg, gaunt17.jpg
Lighting design, "look and feel", screen shot composition, and a few textures created by myself. In addition, I modeled scaffolding mesh, bathhouse candles, and lighthouse top. Conceptual design created by coworker and the majority of modeling and texturing created by outsourced studio based on style guidelines I provided them. These images are HDTV 720P resolution screen captures taken directly out of Microsoft Xbox hardware. Images copyright 2005 Midway Home Entertainment Inc.




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Lighting design, "look and feel", modeling, texturing, and screen shot composition created by myself. Foreground boat with magenta sails in "City of Ships Panoramic Shot" modeled and UV Mapped by outsourced studio. Conceptual design of main elements such as the center lighthouse and large background boats done mainly by coworkers with me giving assistance. Conceptual design of floating docks, tents, and smaller boats created by me. The images are HDTV 720P resolution screen captures taken directly out of Microsoft Xbox hardware. Images copyright 2005 Midway Home Entertainment Inc.




gaunt23.jpg, gaunt24.jpg,
Lighting design, "look and feel", screen shot composition, and most of the textures created by myself. Conceptual design for architecture created by coworker. The bulk of modeling and UV mapping done by outsourced studio based on style guidelines I provided them. The images are HDTV 720P resolution screen captures taken directly out of Microsoft Xbox hardware. Images copyright 2005 Midway Home Entertainment Inc.




gaunt18.jpg, gaunt19.jpg, gaunt20.jpg
Lighting design, "look and feel", screen shot composition, and most of the modeling and texturing created by myself. Tree model, tree textures, and conceptual design of camp created by coworkers.The images are HDTV 720P resolution screen captures taken directly out of Microsoft Xbox hardware. Images copyright 2005 Midway Home Entertainment Inc.



High Heat Baseball 2004

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Great American Ballpark modeling and texturing created by me with the exception of the sign and scoreboard textures.




All other images created by me in entirety.