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Game Art  (In chronological order)

1990
 

Centurion, Defender of Rome  Electronic Arts
This was the first game project I ever worked on.  I worked on graphics and animation under the direction of Kellyn Beck, who also headed up several hits for CinemaWare back in the days of the Amiga computer.  We originally did this in Amiga's lo-res mode with 32 colors.  Then we did a PC version using the Tandy CGA color palette of 16 colors.  I created and animated all parts for the action sequences such as the naval battles, chariot races and ground warfare involving soldiers, horses and elephants.  One of the highlights of this project was receiving one on one graphic tips from the famous artist Jim Sachs.


1991
 

Fast Eddie's Pool & Billiards  Oxxi/Aegis
This was another Amiga project created in the 320x200 32 color mode.  I created the opening screen animation and main interface screen as well as all the tables for pool, billiards, snooker, bumper pool, etc.  I also created the 2d frames for animating all of the balls.


1991
 

Conan the Cimmerian  Synergistic/Virgin Games
For this product I was given about a dozen characters that I had to animate different actions for.  This included defensive actions as well as offense and death actions and poses.  This project was a challenge, since up to now I had mostly worked on cartoony characters.  The figures in Conan were to be more realistic and many of the characters were quite buff, so I found myself studying body-building and muscle magazines to get body shape and proportion more accurately drawn.  The original art for this project was created in lo-res 32 color mode on the Amiga computer and uploaded to Lead Artist Jonathon Sposato..


1992
 

Putt- Putt Joins the Parade  Humongous Entertainment
This was a fun project where I created several 2d animations of Putt-Putt, the car, on various paths.  There were several other animations to be placed into scenes such as flowers dancing, flowers kissing, smaller vehicles, bird/worm interaction, etc.  I believe this was Humongous Entertainment's first installment into the children's games.  In addition to working over the modem, I spent a few days in their Woodinville, WA studios working under the direction of well-known artist Dev Madan.


1993
 

The Incredible Machine  JTP/Sierra
This was the first project for Jeff Tunnell Productions.  This was especially fun creating all the small animated parts for the game.  I worked under Art Director Brian Hahn, who has an excellent eye for detail and had nothing but positive feedback for me to create and deliver the necessary graphics for the game.  It's this product that I have gotten the most comments on.  It seems that everyone who went to school during the 90's played this game for endless hours on their school computers.


1993
 

Quarky & Quaysoo's Turbo Science  JTP/Sierra
Here was a fun project where I was sent scans of over 2 dozen screens of different scenes.  My responsibility on this was to break apart the images and animate various parts of the screen-size images.


1994
 

The Incredible Machine, v2  JTP/Sierra
This one was an update to the original Incredible Machine.  If I remember, there were some some new parts that I created as well as updating the original parts to an 8 bit color palette.


1995
 

The Incredible Machine, v3  JTP/Sierra
Another update, some new parts created.


1995
 

Trophy Bass  Sierra On-Line
Here was a challenge!  I had to create tiles for different types of water and shorelines that would be programmatically called upon to dynamically generate the necessary water or shore detail.  There were also other water features to create, which depending on how the tiles were arranged, could form a number of varying features from one set of tiles, like snags, logs, lily pad areas, etc.


1996
 

Hunter Hunted  Sierra On-Line
Another project for Dynamix under the art direction of Brian Hahn.  This game was a side-scroller type with levels and platforms as well as z-axis navigation.  I created my animations for this using Martin Hash's Animation Master 3D software.  Brian Hahn did a great job of giving constructive criticism to us outside artists because the graphics had to appear seamless in the game.  Three of us were using 3 different 3D software apps, yet in the game you would never know.  Lighting, coloring and detail levels all appeared seamless.


1997
 

3-D Ultra Pinball, The Lost Continent  Sierra On-Line
This was my first project working for Robert Terrell of Computoons.  I believe this was another project art directed by Brian Hahn at Dynamix.  In this game I created several river animations as well as waterfalls and even a lake scene that had to appear to drain and fill.  There were also animations I created of crumbling temples, rocks and other effects work.  Other members of the team included Vince Backeberg and Dave Manuel.


1997
 

3-D Ultra Minigolf  Sierra On-Line
On this one I worked under Art Director Brian Hahn.  For this it was required that all team artists create objects and scenes for this product with the then-new 3D Studio Max v1.  I jumped in with both feet and learned the software "on the job".  I'm now at Version 8 of 3DS Max.  Brian would email or fax me a sketch of a particular golf hole and spec out what he wanted me to provide.  I would then create the 3D models and textures, then upload to Dynamix.


1998
 

3-D Ultra Minigolf Deluxe  Sierra On-Line
Pretty much the same responsibilities as the previous version.  This time I worked for Computoons, who worked under the Art Direction of Brian Hahn at Dynamix.


1998
 

3-D Ultra Pinball, NASCAR  Sierra On-Line
Another project for Dynamix working for Bob Terrell at Computoons.  This was especially fun since I have an interest in NASCAR.  The fun thing about creating 3D content for Dynamix is that there is no such thing as too much detail.  We created very highly detailed models and animations that, when included in the game, may be only the size of a finger nail.

 

NO
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AVAILABLE


1999

 

3-D Ultra Pinball, NFL   Sierra On-Line
Texture painting and mapping for all NFL teams.  This project was pulled by developer before completion and shelved.


1999
 

3-D Ultra Train Town  Sierra On-Line
Another project for Sierra/Dynamix created through Computoons.  On this project I created over 30 highly detailed buildings.  I would receive building photos through email or fax to be used as reference when creating the 3D model.  They wanted high detail in geometry as well as textures, even though when seen on screen these models are about the size of a matchbook or smaller.  I have no problem developing graphic content with lots of detail, especially when paid fairly, which was never a problem when working with Computoons, Sierra/Dynamix or JTP.

 

NO
PHOTO
AVAILABLE


2000

 

3-D Ultra Pinball, Thrill Ride  Sierra On-Line
On this project I created 3D models, texturing, animation as well as special effects on several scenes for use in this Theme Park based Pinball Game.  There was also particle-system work for waterfalls and splashes for a roller-coaster log ride.

 

 

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