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.
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