title_gallery

Mass Effect 3: Omega -- 2012
Eezo Mines
I modeled, textured, optimized, created shaders and did the lighting for this map.
Screenshots are all from Unreal Engine 3.




Mass Effect 3 -- 2011-2012
Dish
I modeled, textured, optimized, created shaders and did the lighting for this map.
Screenshots are all from Unreal Engine 3.



Noveria
I modeled, textured, optimized, created shaders and did the lighting for this map.
Screenshots are all from Unreal Engine 3.



Rannoch
I modeled, textured, optimized, created shaders and did the lighting for this map.
Screenshots are all from Unreal Engine 3.




Mass Effect 2: Arrival-- 2010
Project Base
Using existing assets, I populated, optimized, created shaders and did the lighting for this map.
Screenshots are all from Unreal Engine 3.




Downloadable content for Splinter Cell: CoNVictioN -- 2010
CEMETARY
I modeled, textured, and created shaders for this map.
Screenshots are all from the Unreal Engine.





Splinter Cell: CoNViction -- 2009-2010
Iraq (Flashback map)
I modeled, textured and created shaders for this map.
Screenshots are all from the Unreal Engine.





Army of Two: The 40th Day -- 2008-2009
First playable map
I modeled, textured, and created shaders for this map.
Screenshots are all from Unreal Engine 3, except the wireframes which are in 3ds Max.



Hospital Map
I modeled, textured and created shaders for this map.
These were all Work in Progress shots when they were taken. No polish work was involved at this point. Screenshots are all from Unreal Engine 3.



Hospital Prototype
I modeled, textured, and created shaders for this map. It was a prototype map to test models and textures for the hospital map.
This took a little less than 2 weeks to complete. No polish work was involved at this point. Screenshots are all in Unreal Engine 3.



Temple Prototype
I modeled, textured, and created shaders for this map. This was a prototype map to test models and textures for the temple map.
This took around 3 weeks to complete. No polish work was involved at this point. Screenshots are all from Unreal Engine 3.



Props
Some of the props I did for Army of Two: The 40th Day.
HummerElectric GeneratorTargets



Personal -- 2009 - 2010
Old stuff
bathroombathroom



Downloadable content for Army of Two -- 2008
Miami Underground (Alternate Ending)
As Lead Artist I modeled, textured, optimized, created shaders and did the lighting for the whole map along with a junior artist that mainly focused on the last section.
Screenshots are all from Unreal Engine 3.





Army of Two -- 2005-2008
Flooded Miami
I modeled, textured, optimized and created shaders for this map.
Screenshots are all from Unreal Engine 3.




Afghanistan
I modeled, textured, optimized and created shaders for this map.
Screenshots are all from Unreal Engine 3.




Aircraft Carrier
I modeled, textured, optimized, and created shaders for this map.
Screenshots are all from Unreal Engine 3.




Shooting Range
I modeled and textured the background on this map, as well as some modeling itself for the level.
Screenshots are all from Unreal Engine 3.



Props
Random props I did for Army of Two.
Electric GeneratorHummerTargets


Guns
At the very beginning of Army of Two, I sat down with a programmer and we prototyped the upgradeable gun system of the game.
I modeled and textured weapons that all made it to final product. After the system was done prototyping and ready for production I moved back to do environment art.
M4A1G36cAUG



Personal 2004-2005
Old stuff
bathroomalleydesert