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Heavy Metal Machines • Early art direction

I was lead artist and art director for the now-AAA title Heavy Metal Machines while it was only a teeny tiny prototype. We started with a reeeeally really small team, in the beginning the art department consisted basically of myself and concept artist extraordinaire Viko Menezes working remotely. Eventually the team got bigger, I went on to work on the game’s soundtrack and SFX, art direction went to more capable hands and the art was almost completely replaced, but it’s essence is still there in the final product!
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Taikodom: Living Universe

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Taikodom: Living Universe in a discontinued MMO from Hoplon Infotainment. I’ve worked as an artists in several areas including asset modeling and texturing, creation of special effects like explosions, cannon blasts and player activated skills, generation of cubemaps, color correction, some icon illustration, even a bit of level design. I’ve also documented and helped define pipelines. Here’s a brief selection of my work in the game.
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Fisherman

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Sculpt I did back in 2010 that still holds a place in my heart.
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