Published Titles
I feel very privileged to have worked on such a range of titles so far. I am proud of the work our teams do, and how I am able to contribute. Every project has taught me something new, and is an opportunity for me to increase my skills as a Tech-Artist.
Captain America: Super Soldier
Released - July, 2011
Platform - Xbox 360 / PS3

This project had a lot of content, new challenges and a high quality level we wanted to hit. There were several shots that involved collapsing/exploding buildings, which I created the baked dynamic simulations for, using the Nvidia PhysX plugin inside Max. The Tech-Art team worked together to solution for simulated hair / ropes for several characters. Our team was also responsible for rigging and skinning of all characters.
Our studio worked hard to make this game great, every artist, animator, coder, producer, and QA put in tremendous work which i’m sure will shine through in the final product.
Ghost Recon: Future Soldiers
Released - November, 2010
Platform - Wii

What a cool project to be a part of, with such a unique approach to a co-op shooter. This is a title i’m quite happy to have worked on.
For the enemy characters on this title, we shared rigs while utilizing Max’s skin utilities, allowing us to have a very quick turn around time. The heavy vehicle required a custom rig for controlling the angle and lift of the treads, with separate control of the tanks upper body. This made good use of 3DS Max’s controllers.
In the end, Ghost Recon was a fun title to work on, and another one i’m proud to have framed on my wall.
Transformer Cybertron Adventures
Released – June 22, 2010
Platform – Wii

Not every game can go as smoothly as originally planned. Cybertron Adventures was a trying development project and due to changes in design and an extremely tight schedule the Tech Art Team was often pushed to its limits. But looking back I learned that being an effective Technical Artist isn’t always about sitting at your desk creating scripts or fire fighting game-crashing bugs. It is more often then not, about supporting each of the team members by adapting and proactively being a part of solutions. Knowing the many dependencies and seeing a task from beginning to end, even when it is out of your hands, is the key to providing effective Tech Art support. I can take a lot away from this development cycle and I am proud of the work that the team did on this project. Often the best lessons are learned while overcoming adversity
Super Punch-Out!!
Released – May 18, 2009
Platforms – Wii

Punch-Out!!. You don’t know how excited I was to work on this title, I grew up playing this on SNES. This title was quite an adventure for me to work on, being the main Tech-Artist on it, I got to throw my weight around.
Every project brings with it, its own challenges. Punch-Out was no exception. One of the many things required for this game was a whole lot of lip-syncing. After some research and testing we settled on using Voice-O-Matic. Integrating this tool into our pipeline presented some hurdles, but after a while we had it working quite well. Giving us a quick way to create the several hundred required lip-sync animation files for the animators.
Other tasks involved setting up when damage states triggers, how character props were handled, and working with the animators on our new cinematic system, and multitude of many other little things. Overall this was a fantastic game to work, and am very proud to be able to say I was a part of its creation.
Ticket To Ride
Released – June 25, 2008
Platforms – Xbox360 Downloadable.

Ticket To Ride was a great title to work on. Because it was such a small team on this, I handled everything Tech-Art related and worked on the actual art. While this title didn’t require any earth-shattering new tech, it still had it’s fair share of things to sort out. Such as how to not have obscured shadows for all the tracks. This was solved by having the shadows projected slightly different for every track. All in all this was a fun title to work on.
Spiderman Friend or Foe
Released - Oct 2n’d 2007
Platforms - Xbox360, Playstation 2, Wii

This game holds a special place in my heart, being the first title I worked on. As a new tech-artist my responsibilities were not astronomical, but what I learnt from working on it and from my fellow tech-artists was invaluable. I worked on many of the prop objects, setting up proper exports for all animations, as well as creating the prop script files. Learning much about the pipeline and just how meticulous you have to be with your work, making sure it works in all scenarios. This game was a great start for me, and the team did an awesome job!