Classic small headbanger map! As art director, my goal was to make a very small arena feel bigger than it was. Epic vistas, hoverbike races, mega-structures, a giant stadium- I'm very pleased with the world-building in this map. Map call-outs were a blast as well- we've got the inside of a mega-structure, an apocalyptic fast food restaurant, a futuristic construction site and a creepy crime scene. Responsibilities included directing look/narrative, creating a series of concepts/paintovers, and working with a team of environment artists, a second concept artist, lighting, fx, and outsource vendors to land the look. Also fun collaboration with scripting and animation for the maps motion elements. Finally, I'm more than a little proud to have written the copy for the Tasty Pump menu board! Developed at Raven software in collaboration with Sledgehammer games.
Tuesday, March 31, 2015
Advanced Warfare: Urban
Advanced Warfare: Urban
Classic small headbanger map! As art director, my goal was to make a very small arena feel bigger than it was. Epic vistas, hoverbike races, mega-structures, a giant stadium- I'm very pleased with the world-building in this map. Map call-outs were a blast as well- we've got the inside of a mega-structure, an apocalyptic fast food restaurant, a futuristic construction site and a creepy crime scene. Responsibilities included directing look/narrative, creating a series of concepts/paintovers, and working with a team of environment artists, a second concept artist, lighting, fx, and outsource vendors to land the look. Also fun collaboration with scripting and animation for the maps motion elements. Finally, I'm more than a little proud to have written the copy for the Tasty Pump menu board! Developed at Raven software in collaboration with Sledgehammer games.
Classic small headbanger map! As art director, my goal was to make a very small arena feel bigger than it was. Epic vistas, hoverbike races, mega-structures, a giant stadium- I'm very pleased with the world-building in this map. Map call-outs were a blast as well- we've got the inside of a mega-structure, an apocalyptic fast food restaurant, a futuristic construction site and a creepy crime scene. Responsibilities included directing look/narrative, creating a series of concepts/paintovers, and working with a team of environment artists, a second concept artist, lighting, fx, and outsource vendors to land the look. Also fun collaboration with scripting and animation for the maps motion elements. Finally, I'm more than a little proud to have written the copy for the Tasty Pump menu board! Developed at Raven software in collaboration with Sledgehammer games.
Advanced Warfare: Terrace
Advanced Warfare: Terrace
This was co-designed with a good friend and amazing environment artist. Our goal was to build off of the existing Santorini look from SP, and create something that felt very unique/interesting. Night was a great choice as all of those bright plasters would take the light effectively. I think we've got lots of look variety, to what is essentially a symmetrical map. Responsibilities included co-design, art direction, concepts/paintovers, working with a team of environment, fx, and lighting artists to ensure we landed the look. Also worked with scripting/animation for the futuristic blimps and wind mills. Developed at Raven software in collaboration with Sledgehammer games.
This was co-designed with a good friend and amazing environment artist. Our goal was to build off of the existing Santorini look from SP, and create something that felt very unique/interesting. Night was a great choice as all of those bright plasters would take the light effectively. I think we've got lots of look variety, to what is essentially a symmetrical map. Responsibilities included co-design, art direction, concepts/paintovers, working with a team of environment, fx, and lighting artists to ensure we landed the look. Also worked with scripting/animation for the futuristic blimps and wind mills. Developed at Raven software in collaboration with Sledgehammer games.
Monday, March 30, 2015
Advanced Warfare: Detroit
Advanced Warfare: Detroit
As art director my goal on this map was to use remix/reconfigure some of the great assets from single player to make a memorable, rich experience. I created concepts/paintovers, and worked with environment, FX, lighting artists and animators to bring the level to life. Scripting was also needed for our train event/scorestreak. As we primarily used 2 core looks (hospital and school), we used heavy color coding, and interesting lighting choices to help with player call-outs. I love how bleak/spooky this map turned out- tough to do when the sun is so bright! Developed at Raven software in collaboration with Sledgehammer games.
As art director my goal on this map was to use remix/reconfigure some of the great assets from single player to make a memorable, rich experience. I created concepts/paintovers, and worked with environment, FX, lighting artists and animators to bring the level to life. Scripting was also needed for our train event/scorestreak. As we primarily used 2 core looks (hospital and school), we used heavy color coding, and interesting lighting choices to help with player call-outs. I love how bleak/spooky this map turned out- tough to do when the sun is so bright! Developed at Raven software in collaboration with Sledgehammer games.
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