Personal Work 2013 - Custom BMX Collection// A set of Custom, highpoly BMX bikes created in 3dsmax and rendered in Keyshot.
Modern Style Custom BMX // Playing around with Keyshot I decided to put together a series of custom BMX's. I dont ride BMX, never have and probably never will, but I have always loved the idea of putting together different parts to build up an interesting BMX, so I tried to replicate this for fun.
Retro Style Custom BMX // This originally started out as a retro styled BMX based on a Releigh bike, but I decided to take this and add some modern style componants to bring it upto date.
Personal Project 2013 - Diorama Collection// Ingame dioramas captured in Cryengine 3, current work in progress.
Diner Diorama // The Diner Diorama is set in a 50s/60s style diner, and will feature a jukebox as the focal point and be captured entirely in Cryengine as a real time art piece.
Stately Home Diorama // Now finished, this Stately Home piece is the first in the series of Dioramas I hope to construct during 2013. This was created over the course of a couple of months, following the same production standards and restrictions as to those that I use professionally. The entire scene is captured in real time within Cryengine 3.
Personal Project 2013 - Nissan 200sx Drift project//Originally intended to be an ingame cinematic rendered in Cryengine, the stills below show a chunk of the work completed over the course of a couple of months. I fully modelled the interior of the car with the drive-train and suspension, and baked/textured the low poly geometry. During this time I experimented with both creating micro-detailed assets (such as the camera and the rocker cover) and also rendering in Vray.
Professional Work 2013- Crysis 3 DLC - The Lost Island// Shortly after shipping Crysis 3 I had a chance to be part of a small team working on 4 DLC levels for Crysis 3 multiplayer. These were to be made in the style of Crysis 1, with the updated gameplay and graphics of Crysis 3. As a huge fan of the original Crysis game, this was a dream come true. Below are some screenshots of some of the art I created for the DLC pack, "The Lost Island"
Creek level // I worked on many areas of the level, taking the greybox from flat grey to final geometry. In particular my duties included creating a truck (with numerous variations) and building a number of the level assets such as the rice paddies. I was responsible for a portion of the level art and had ownership of creating and composing the vista around the level. I worked alongside talented artists: Marcel Swanepoel and Michel Kooper on this level.
Professional Work 2011-2013- Crysis 3 Multiplayer// I worked for two years as part of the Crytek UK art team on several levels in the blockbuster AAA title "Crysis 3" (Published by EA). Below you can see a few shots of the levels I had the most involvement in during the project. They represent a culmination my work as part of a team, I was responsible for creating various assets, level art compositions and architectural structures in each level.
Airport level // I worked on many areas of the level, taking the greybox from flat grey to final geometry. In particular I constructed the Airplane (minus the doors) and created many of the level assets such as the Arrivals signs. I worked alongside Paul Haynes (Designer), Krzysztof Nowak, Marcel Swanepoel and Erik Bakker at various points on this level.
Hydro Dam level// This level was created using assets built by the hugely talented singleplayer artists at Crytek Frankfurt and re-purposed them in order to create a multiplayer map. The multiplayer map evolved to become significantly different (roughly twice the size) of the singleplayer Dam level. I was mainly responsible for level art, background vista composition and I also kitbashed together the huge central structure's exterior using assets and texture from inside the level. I worked alongside Erik Bakker and Singleplayer team: Marcel Shaika (Art) + Stefan Heinrich (Art) + Chris Kay (Design).
Personal work 2012 - Bioshock Homage Project// During my time working on Crysis 3 I put together a series of environments to pay homage to one of my favourite series of all time. Created over the course of a few months, I rendered and captured each scene from Cryengine 3. During the early stages of 2013 I put together a 30 page breakdown of some of the techniques I used to create the scene for the upcoming Vertex2 put together by ArtByPapercut.
Press 2012 - 2013- Bioshock Homage Project WIP shots // Following work in progress shots from my Bioshock homage being a part of the weekly polycount update; I was fortunate enough to be featured in a number of prominent websites and forums. This was a very overwhelming experience which also gave me some brilliant feedback from other fans of the series.
Vertex2 Book - ArtByPaperCut // After completing the Bioshock Homage, I was asked by Ryan Hawkins to create a breakdown of the process of building the environment for the forthcoming Vertex2 book, due out in summer 2013. The article eventually spanned 30 pages and covers all manner of techniques from creating textures to composition theory.
VideoGame-Art Wall Of Fame // After completing the Bioshock Homage, it was featured on the VideoGame-Art gallery (ran by members of the Ubisoft Art team featuring artists from around the world) and was subsequently voted into the Wall of Fame section.
2013 University visits// I have had the opportunity to attend a number of University degree shows representing Crytek. During my visit to Staffordshire University I judged the quality of several final year projects, and had a number of changes to advise to final year students looking forward to joining the industry. This was a great opportunity to give art direction to student projects and try and bring the course more in-line with industry.
Similarly during my visit to Hertfordshire University I was honoured to be able to judge the final year projects of some incredibly talented students, presenting the Games Art trailer award to best student film at the end of the event. Whilst attending the event, I took part in an industry panel, and gave a presentation on the "Production pipeline in Crysis 3 and how to become a better artist" to around 450 students, lecturers and industry guests.