Here's a collection of my best works. For a more detailed breakdown of each project, click the title or read the blurb below. Thanks for giving my work a look!

 

NEP Virtual Studios & Trilith Studios Prysm Stage Showcase Environment

Tasked with building an environment to showcase the real-time capabilities of the worlds largest LED Volume for virtual production, Environment Artists at Halon Entertainment created an high fidelity abandoned city scene and worked with Lux Machina and Prysm Collective to create a presentation to showcase the new stage.

Working as an environment artist with a team with four others, responsibilities included: layout, set-dressing, modeling, texturing, shaders, scene focused and stage focused optimization, using Unreal Engine, Maya, and Adobe Photoshop.

 

Halon Entertainment PHG Department: Monument Valley

The primary goal of this space was creating a realistic and usable environment based on Monument Valley, and inserting an old, almost abandoned town within the foreground of the monuments. Halon wanted to test out methods for rapid environment generation, specifically hoping to utilize its growing photogrammetry asset library along with it. (In this case, the actual monuments are scans built via drone shooting and reality capture. However, I was not responsible for any of the generation of those assets) 

My primary responsibilities were the landscape with procedural foliage/rock placement, followed by first pass modeling of some unique buildings, layout and set dressing for the town.  The landscape was built via harvesting satellite height maps of the surrounding terrain, running it through world creator 2 to add additional information (oftentimes the heightmaps can leave a bit to be desired definition wise). I then used that map as a foundation for QuadSpinner Gaea to add additional details like erosion and weathering, and more importantly to split out specific masks based on the different terrain materials you'd find in this landscape based on height, normal angle, and erosion types. Finally the foundation heightmap is plugged into Unreal's landscape tool, and the individual masks are assigned to different landscape functions all connected to a master landscape material based on Brushify's pipeline. 


 

Halon Entertainment Environment Catalogue: Construction Site

Halon Entertainment Environment Catalogue: Cafe

With the goal of building an environment catalogue to present to potential clients, Environment Artists at Halon Entertainment made multiple high fidelity environments for real-time virtual production needs. These were built is a specific focus on being as performant as possible for easy deployment regardless of the platform. Many of the assets viewed here are from marketplace purchases, with additional cleanup done on a need by need basis.

Working as an artist with a team with six others, responsibilities included: layout, set-dressing, modeling, texturing, shaders, scene focused and stage focused optimization, using Unreal Engine, Maya, and Adobe Photoshop.

 

Tiny Tina's Wonderlands Announcement Trailer

A commercial done for 2K Games/Borderlands under Halon Entertainment. Responsible for layout & set dressing multiple fantasy environments, as well as some material and lighting adjustments. All shots are captured via Unreal Engine’s Sequencer tool. Using Unreal Engine, Maya, and Adobe Photoshop.

 

The Judgement of Acius was my Senior Thesis for RCAD's Game Art curriculum. The project includes a fully playable demo and trailer, all responsible for all work shown. Click the images to see more!

 

This was project was a submission for ArtStation's Game Environment/Level Art challenge. Themed for underwater environments, the goal was to take a 2D concept from the previous round and turn it into a real time scene. Click the image to see more!

 

A Dune Buggy that's driven over a landmine, ruining its wheel and front chassis. Modeled under specific constraints for runtime.
Polycount limited to 20k, Textures limited to 2048 space, Click image to see more!