Tuesday, May 23, 2017

More NASA’s! This one is an autonomous surveillance ship. It’s about the size of a jet plane and would be used to survey potentially habitable planets, or spacial anomalies. They’re pretty short range so a Capital ship will send out a fleet to survey lots of space in the immediate area. They’re designed to enter and exit a planet's atmosphere and can vertically take off and land.

Wednesday, May 3, 2017

It’s been a long while since I’ve posted any personal work so I wanted to get back into the game. I wanted to continue with my NASA series so I designed a rover vehicle that is engineered for extreme off road exploration. The rover is part of the landing party that investigates new planets for potential colonization. A landing party is equipped with multiple rovers as well as the convoy to set up an initial base camp for study of the new world. The rovers are sent out before the convoy to map the landscape for passable terrain, and search for an ideal location to set up camp. The rovers require a 2 man crew, and are equipped with camera’s, multiple sensors and communication array’s. The rovers are built to traverse the most extreme terrain, and have adjustable suspension to adapt to multiple topographies. 
 This was a fun one to work on, I hope you like it.

Friday, June 24, 2016

Orbital Drop ship design. When a planet has been identified as a potential world suitable for colonization, these drop ships fly down to unload a bunch of Scout droids to collect data and samples of the surface and atmosphere. Each drop ship holds about 12-15 droids and additional scientific equipment. A capitol ship will send a small fleet to cover as much surface as possible.

Wednesday, May 4, 2016

Nasa Scout Bot

More Nasa Robots!  The Scout bot is meant to scope uncharted territories and bring back data and samples for analysis.  His head piece is out fitted with tons of sensors and communication arrays

Tuesday, June 3, 2014

Nasa Powerloader

Nasa Powerloader.  My little homage to the Aliens Power Loader

Monday, May 26, 2014

Nasa Bot

My futuristic Nasa bot is designed to over see the day to day operations of the Space Shuttle.

Tuesday, November 19, 2013

Black Ops 2

Awhile back I had the pleasure of working with the talented team at Treyarch on the Black Ops 2 DLC.  It was a really fun project and I was in awe of the immense talent of the concept team.  The maps turned out great and are alot of fun.  I hope to have the pleasure of working with those guys again

Wednesday, November 13, 2013

Submarine Fighter

Futuristic Submarine Fighter 

Development sketches and orthos

Monday, December 3, 2012

Playstation All-Stars Battle Royale concept art

Our game Playstation All-Stars Battle Royale has shipped and the team is immensely proud of the final product.  After months of uncertainty of how our games unique battle system would be received, the fan reaction to the game has been tremendously positive, and personally I think its a ridiculously fun and addictive game that's deep enough for the those that want to delve, but accessible enough for anyone to jump in and play.  I had a lot of fun collaborating with the game designers, and environment builders to come up with some truly unique stage designs that I think stand out amongst the fighting game genre.  Below are my concepts for the stages I worked on.  I worked on everything from the look and feel, layout iteration and, Mash up designs (Mash ups are where we take 2 different IP's and have them coexist in the same level at the same time.  They appear about half way through the match and they introduce a new stage hazzard to keep players on their toes).   Take a look and try the game out for yourself!

Matte painting used for the background of the Hades level

While creating signs for the Aldens tower level I thought it would be fun to created signs with the names of my coworkers to immortalize them in the game.  Unfortunately we ended up having to use the existing signs but these were fun to make and everyone really enjoyed seeing the interpretation of their names. 

Stage designed for character rivalry battles

Final boss level design

Heavenly Sword DLC level

The concept team worked together to create all the art for the intro and outro stories for each characters single player story mode.  By pooling our strengths we all worked congruently on each piece so that we were able to finish the overwhelming amount of art that had to be created for all characters.  though no single piece is any one artists I wanted to show some samples of our work.  I primarily worked on the background art.