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. |
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|
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. |
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|
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.. |
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|
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. |
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|
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. |
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|
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. |
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|
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. |
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|
1995 |
The Incredible Machine, v3
JTP/Sierra
Another update, some
new parts created. |
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|
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. |
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|
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. |
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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. |
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|
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. |
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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. |
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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. |
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NO
PHOTO
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. |
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|
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. |