A few recent products
Here is a small selection of the recent titles/environments I've had a hand in.
Roll over the icons to view.
For a full listing see the "Credits" section
Forza Horizon Microsoft / Turn 10 ( XBox360 ) Pub - Microsoft
The open-world incarnation of Microsoft's premier racing franchise.
Overseeing outsourcing of environmental assets. ( Max & proprietary shaders )
Buildings / props/ Street furniture and set-dressing. Optimisation and integration into the engine.
Also overseeing building of pre-rendered cinematic assets.
Modelling and surfacing of buildings, props, in-game cinematic assets, pre-rendered cinematic assets.
Crysis 2 Crytek ( PC, PS3, XBox360 ) Pub - EA
Crytek's flagship AAA product.
Based in the Frankfurt office overseeing the outsourcing of a number of set-piece environments. ( Max & Cryengine 3 )
Also numerous props/ Street furniture and set-dressing. Optimisation and integration into the engine. Modelling and surfacing.
Aliens vs Predator Rebellion ( PC, PS3, XBox360 ) Pub - Sega/Fox
Sega's fastest selling game ever, 1 million units in the first two weeks.
Environments: Modelling and texturing, based on designers whitebox. ( Max & Asura tools )
Surface material creation using proprietary shader toolset.
Star Wars Battlefront: Elite Squadron - Rebellion ( psp, PS2 ) Pub - Lucasarts
One of the ultimate games licenses
Characters: modelling and texturing.
Environments: modelling, texturing, collision based on designers drawings and Lucasarts reference.( Max & Asura tools )
Came up with a lateral solution to the problem of doing planets from space.
Alien Vs Predator: Requiem - Rebellion ( PSP). Pub - Vivendi/Fox
New engine, unfamiliar tools, swapped back to Max after several years of using Maya, and a six-month unmovable deadline tied to the movie release date. The game was delivered on time and passed submission at first attempt.
Supervised the Banbury art team, liaised with the Oxford office management team.
Environments: Modelling, texturing, surface property assignment, collision meshes, some lighting, ( Max & Asura tools ).
Mercury series - Awesome Developments ( PSP PS2 Wii ) Pub - Ignition entertainment
Award winning physics based puzzle game series.
Mercury 1 was published as first party by Sony Japan, (first time for a non-Japanese game in 12 years). They also published the sequel, the first time this has ever happened for a 3rd party game.
The game won the coveted Famitsu gold medal.
I came up with one of the code solutions that made this possible with our physics engine
Design: core game mechanics, level design ( Maya & proprietary tools )
Gui: Menu system and HUD.
In-game physics object design
Creature design and animation within very tight constraints. ( Maya )