Projects

SMART Simulator

My job working on SMART is always changing. I create models of civil aircraft and airports, produce believable weather conditions for the simulator, and even do a little graphic design here and there for our tools.

   Ad copy for smart:
"SMARTTM is a multi-faceted Air Traffic Control (ATC) high fidelity simulation system dedicated to the training of Air Traffic Controllers at all levels. "

Colony Defense
My role on Colony Defense (Manabomb Game Studios) was to create some images that illustrated the control layout for the game. It was an excuse to have some fun modeling a high-res XBOX controller, a keyboard, and a mouse; and to exercise my graphic design skills in a game context.

   Tag Line:
"Colony Defense is a 360 degree, arcade action tower defense strategy title where the player has to defend an entire planet and multiple paths against invading alien forces. Good luck commander! This is going to get HAIRY! "

   Shots:
      

Aleph

When I worked for Fishbeat, my job started as art director, and then (since I was really the only artist on the team for a long while) migrated from pitch artist, to character concept artist, storyboarder, particles designer, HUD artist, and finally to character artist and animator.

Fishbeat was a fun place to work, primarily because it was a small team where everyone's ideas were valued. I was also instrumental in hiring our environment artist later down the line; a fellow named Jeff Weber, who I'd work with again in a heartbeat, given the opportunity.

click here to see some footage of Aleph

   Tag Line:
"A music-driven arcade shooter with a psychedelic aesthetic, based on the IGF award-winning game, Synaesthete."

   Shots:
           

Tad Studbody and the Robot Rampage!

Tad Studbody and the Robot Rampage was a student project wherein I worked with a small team of developers from the very beginning. Our final goal was to build a game around the idea of a single character. There were many long meetings about personality and art style before we came to a final decision, leading to an interesting blend of superhero-stylings, and ironic comedy.

Eventually, I became the lead character concept artist and modeler, and I also created some of the menus for the game. There were two other lead artists on this project: John Hall, an extraordinary environment artist who ended up working at Cranky Pants Games, and Kevin Waddell, a very talented and prolific animator.

   Tag Line:
"Tad Studbody is a fast-paced, action-packed 3D sidescrolling brawler. Set in a comic book themed world, players control Tad as he fights off swarms of cutesy robots in his attempts to get back his hair brush."

   Shots:
           

Synaesthete

Synaesthete was a student project at DigiPen. I joined the team pretty late in their production, and did some animated textures for the game.

Synaesthete went on to win several indie game awards, and that team went on to form Fishbeat, and to work on Aleph, Syneasthete's spiritual successor.

   Tag Line:
"Synaesthete creates a harmony between player actions and in-game music, in a way that each influences the other. The rhythm and flow of the music is expressed in every detail of the game, so that the visual and audio are not two experiences, but one."