Portfolio_Gallery_2_01

Annihilators - Digital painting
I created this image as a post-ship marketing image.

Portfolio_Gallery_2_02

Barstow Badlands - In-game environment screenshot
As an environment artist, I am very aware of how you can lead a player's eye through use of contrast and the angular placement of objects.

Portfolio_Gallery_2_03

Tournament Desert - In-game environment screenshot
All roads lead to the central Tiberium field on this multiplayer map.

Portfolio_Gallery_2_04

Schlachtfeld Stuttgart 1 - In-game environment screenshot
The lighting and post effects in this map are a nice contrast to the bright desert maps..

Portfolio_Gallery_2_05

Schlachtfeld Stuttgart 2 - In-game environment screenshot
The environment work for C&C 3 gave me a crash course in city planning. To create believable urban spaces required a bit of study on how parking lots, green spaces and roads intertwine.

Portfolio_Gallery_2_06

Schlachtfeld Stuttgart 3 - In-game environment screenshot
The trick to making a city feel dense and yet playable is allowing for a bit of space around each structure. Debris fields and spaces marked by craters give the illusion of complexity without blocking unit pathing.

Portfolio_Gallery_2_07

The Tower 1 - In-game environment screenshot
Area around the Scrin tower had significant destruction and very dense atmospheric effects.

Portfolio_Gallery_2_08

The Tower 2 - In-game environment screenshot
An image of a Nod base.

Portfolio_Gallery_2_09

The Tower 3 - In-game environment screenshot
This massive Tiberium rift was fun to sculpt.

Portfolio_Gallery_2_010

Nuke Facility 1 - In-game environment screenshot
Last chance for gas and souvenirs on the road to the nuclear facility. Cash only please.

Portfolio_Gallery_2_011

Nuke Facility 2 - In-game environment screenshot
Heavily defended Nod communication buildings

Portfolio_Gallery_2_012

Croatia 1 - In-game environment screenshot
The churches remain relatively undamaged in this rundown city.

Portfolio_Gallery_2_013

Croatia 2 - In-game environment screenshot
I am particularly proud of the destruction work on this map. A lot can be done with rubble, trash, tire marks and an overturned car prop.

Portfolio_Gallery_2_014

Croatia 3 - In-game environment screenshot
The low light setting really showed off the red house color on the Nod structures.

Portfolio_Gallery_2_015

Sydney West 1 - In-game environment screenshot
Scrin base layout is very different from either GDI or Nod. I arranged these Scrin structures like a tribal circle around a Tiberium vent.

Portfolio_Gallery_2_016

Sydney West 2 - In-game environment screenshot
There is a storytelling aspect to laying out environments. I see the central building as the area’s biggest employer. All roads encircle it and then spin off into the outback.

Portfolio_Gallery_2_017

Sydney West 3 - In-game environment screenshot
The massive retaining wall was a key visual element on this map. It separates the arid badlands from the lush blue zone within.

Portfolio_Gallery_2_018

Sydney West 4 - In-game environment screenshot
With so many of the environments looking like a war torn wasteland, it was enjoyable to create a pristine urban parkland.

Portfolio_Gallery_2_01
Portfolio_Gallery_2_02
Portfolio_Gallery_2_03
Portfolio_Gallery_2_04
Portfolio_Gallery_2_05
Portfolio_Gallery_2_06
Portfolio_Gallery_2_07
Portfolio_Gallery_2_08
Portfolio_Gallery_2_09
Portfolio_Gallery_2_010
Portfolio_Gallery_2_011
Portfolio_Gallery_2_012
Portfolio_Gallery_2_013
Portfolio_Gallery_2_014
Portfolio_Gallery_2_015
Portfolio_Gallery_2_016
Portfolio_Gallery_2_017
Portfolio_Gallery_2_018