You and me baby, to the moon.

my random sketch blog. updated whenever I feel like it.

February 3, 2013 at 2:25pm
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Unused concepts for a project. This was initially done to establish a look / color scheme between different environments.  I enjoyed doing these, spent a half day painting each one - painted up from a set of photos of different areas. 

And yes. Zombies.

November 30, 2012 at 2:16pm
2 notes
Another DLC weapon made for HORN. This one was a double handed axe.

Another DLC weapon made for HORN. This one was a double handed axe.

November 27, 2012 at 11:01pm
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Tried out the new ddo plugin for photoshop that went on public beta today.. some interesting ideas and it really sings with a good normal map baked from a hi-res mesh. Added some extra dirt and grime on a sword made for DLC on a game I worked on and it did a pretty great job at syncing the changes across diffuse, spec and normal maps.
The 3D preview is what I like about this the most - much better than the ndo preview!
http://quixel.se/ddo/

Tried out the new ddo plugin for photoshop that went on public beta today.. some interesting ideas and it really sings with a good normal map baked from a hi-res mesh. Added some extra dirt and grime on a sword made for DLC on a game I worked on and it did a pretty great job at syncing the changes across diffuse, spec and normal maps.

The 3D preview is what I like about this the most - much better than the ndo preview!

http://quixel.se/ddo/

November 18, 2012 at 2:29pm
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Overtime in games

http://www.polycount.com/forum/showthread.php?t=109753

A lovely thread regarding overtime in games and opinions on it. Spot the delusion if you can.

I’ve had a unique experience of being in crunch for almost a year straight, and was quite shocked to learn that the 36-hour day is not uncommon: http://ilovecrunch.co.uk/?p=230

You’d think mobile development would prevent this, but it seems that most console guys can’t seem to manage projects around normal work hours anymore.

November 5, 2012 at 2:20am
414 notes
Reblogged from fictograph

Fictograph: 2D Entertainment Art School Tuition Costs →

fictograph:

Feeling sick today, so I’m eating lunch at my desk. So boredom led me to calculate the rough costs of how much it would be to attend a 2D Entertainment Art School that offers a “at least one year’s worth of full-time education with the intent to place a student with U.S. citizenship in a 2D…

Good information

(Source: fictograph, via conceptvault)

October 17, 2012 at 11:06pm
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Words can not describe how bummed out I am to read Nihilistic will be closing down and restructuring as a new studio “nStigate”, albeit with fewer employees: http://nihilistic.com/

14 years is a long time to operate as a studio, and I had the greatest opportunity to work with not only very talented but the nicest people ever.

I can only hope to work with them in the future again.

October 3, 2012 at 1:55pm
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Another lunchtime doodle.. but this time a little more planned out :)

Tried out marmoset for the first time.. not bad. Nice post filters!

October 1, 2012 at 3:07pm
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A quick test to see how well this worked in maya.. along with an nDo overlay.
Not bad! A little blobby, but overwise OK… and it tiles perfectly :)

A quick test to see how well this worked in maya.. along with an nDo overlay.

Not bad! A little blobby, but overwise OK… and it tiles perfectly :)

1:57pm
1 note
Lunchtime sculpt.. 
Finally getting used to the idea of tiling sculpts in Zbrush

Lunchtime sculpt.. 

Finally getting used to the idea of tiling sculpts in Zbrush

September 25, 2012 at 7:03pm
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reclusari asked: Hi, just wanted to say your work is awesome. Did you go to an academic university or school for video game design?

I went to the Art Institute of San Francisco back in 2005  - I guess it’s a “game design” school. I also went to a traditional university for a couple of years and studied computer science / business before switching over.

I’m not sure how it is now but it was pretty intense back then. I think we had 80% of first year students drop out.