MW3: Gulch-
As art director I developed the core look, created concepts and paint-overs, designed/authored signage, and lead a team of environment, FX, asset and lighting artists to land the desired look. Created while at Raven software in partnership with Infinity Ward. As a DLC map, we had a little more flexibility to be fun/quirky. Old ghost town assets, dinosaur bones, Monument Valley, this map had it all!
Monday, March 30, 2015
MW3: Aground
MW3: Aground-
As art director I developed the core look, created concepts and paint-overs, designed/authored signage, and lead a team of environment, FX, and lighting artists to land the desired look. Created while at Raven software in partnership with Infinity Ward. This was my first proper Multiplayer map- loads of fun.
As art director I developed the core look, created concepts and paint-overs, designed/authored signage, and lead a team of environment, FX, and lighting artists to land the desired look. Created while at Raven software in partnership with Infinity Ward. This was my first proper Multiplayer map- loads of fun.
MW3: Decommission
MW3: Decommission-
As art director I developed the core look, created concepts and paint-overs, designed/authored signage and materials, and lead a team of environment, FX, and lighting artists to land the desired look. Created while at Raven software in partnership with Infinity Ward. It was really fun working up the call-outs for this map- very satisfied with the meat market. Gross stuff!
As art director I developed the core look, created concepts and paint-overs, designed/authored signage and materials, and lead a team of environment, FX, and lighting artists to land the desired look. Created while at Raven software in partnership with Infinity Ward. It was really fun working up the call-outs for this map- very satisfied with the meat market. Gross stuff!
Wednesday, March 25, 2015
A little Rock and Roll
Roger Osborne of the Melvins, Kim Gordon and Thurston Moore of Sonic Youth, and finally a weird pair: Paul McCartney and Ozzy Osbourne.
Howdy gang! I'm in the process of finally getting some game art online, and I wanted to start with some work from Singularity. This was my first job in games, and it was a hell of an experience. I've been crazy lucky to work with such amazing creatives- oh please note- a version of this article was originally posted as a Raven developer diary.
Developing the Element 99 symbol:
Element 99 is the driving force behind the narrative. It is a highly unusual element that can bend and pervert time, and it is responsible for the Soviet Union’s dramatic rise to power. Our goal was to create a simple, interesting “E-99 Hazard” symbol that we could showcase both in-world, and in the game’s branding.
As we worked through many designs, a few tenets emerged:
Developing the Element 99 symbol:
Element 99 is the driving force behind the narrative. It is a highly unusual element that can bend and pervert time, and it is responsible for the Soviet Union’s dramatic rise to power. Our goal was to create a simple, interesting “E-99 Hazard” symbol that we could showcase both in-world, and in the game’s branding.
As we worked through many designs, a few tenets emerged:
- It couldn't be too overtly scary or aggressive, the radiation symbol is scary because radiation is scary, not the triangles or palette itself.
- It couldn't look contemporary, meaning we did not want the mark to feel like it was designed last year. It needed to have some period-appropriate wonkiness to ground it in our reality.
- It should be simple, iconic, and of course relate to time.
We liked this mark best, because it relates to time (the hourglass), time irregularity (the infinity loop) and science (electron orbiting the nucleus of an abstract atom).
Placing the mark into the world:: Once satisfied with the mark, we made a few comps of how to make it into believable, in-world signage.
I really love looking back at this stuff. I was very fortunate to be given the opportunity to develop this mark while still an associate artist. Singularity was developed by Raven Software, published by Activision.
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