Showing posts with label pc. Show all posts
Showing posts with label pc. Show all posts

Tuesday, January 28, 2014

Batman Arkham Origins - Nov 2012 GPCD, Pioneer Bridge, and Bat Computer

I think working on the multi-platform title, Batman Arkham Origins, was one of the highlights of my work at Valkyrie. Not only was it diverse and fun work, but I learned a lot and it turned out to be an AMAZING game. I did asset creation, environment art, world building, lighting and some material work. I created several assets for the Gotham City Police Station area and helped create various chunks of the Pioneer Bridge and do revisions on other sections of the bridge. I also did a bunch of work on the Bat-Computer. This asset was started by somebody else at another company but was unacceptable and wouldnt work at all in the Arkham build of Unreal Engine 3. I remodeled almost the entire asset, reUVed most of the asset, baked out and retextured all he monitors/screens and cables, built all the lightmap UVs and built all the materials for it (with the exception of the in-game FX). Its always tough to follow somebody else' work and this particular asset was extremely difficult to salvage. In the end, it looks super tight in the game! Thanks to Mitchel for helping with bakes! I imported all my assets into the engine and set up their materials.

My 2 favorite assets I made for the whole game! Donuts and coffee!!!!!! I also made a bunch of other little things for the Gotham City PD


My cop car!





We had to build about 7 vehicles with various skins on some of them. One of my tasks was to build and bake down 2D undercarriages and texture them for all of the vehicles and then also build some 3D versions that could be snapped on if the asset needed to be flipped over in the game world or in a cut scene (cop cars were flipping all the time! hahaha). This first screen is the 2D versions and then a 3D version on the sedan. Some of the high-polys were kitbashed from other models. 

My textured and modeled 3D undercarriage

My 2D undercarriage and texture on Jason Rost's semi-truck

The Pioneer Bridge level. I built some random structural elements for the bridge and optimized a lot of the other artists modular chunks for this. I also fixed a lot of the materials and UVs and lightmap UVs, imported art, and built some of the actual level in the engine




The completed version of the Bat-Computer with all my blood sweat and tears in it (seriously though, thanks again to Mitchel S. He saved my bacon on helping with this one)

In game promo shot

Tuesday, January 7, 2014

Lost Planet 3 - Summer 2012 more cool screens!

Gotcha some more screens from Lost Planet 3! These were just screen caps directly out of Unreal Engine 3 (WIP shots basically) and then some from the actual retail game (you can sorta see how the post effects were setup and some changes made by Capcom for gameplay purposes). This is one of the 5 multiplayer levels I worked on originally titled "Research Lab". We actually built a portion of it as an art test for them but ended up having to scrap most of it for performance when we began proper production. The map was created by me and Ryan Kuehn. We both did everything including lighting and FX placements as well as world-building and some design elements. Most of the assets were existing ones from the Campaign that we modified. Theres a couple cool little areas I highlighted in these screens. We built this map based on 2 (I think) peices of concept art and ended up having a lot of creative freedom (which is one of the reasons I loved working on this project!)


This shot is from earlier in our process. This is the area VKE had originally done as an art test. We had to replace a lot of the cool art that Cam Klevin had made and then try to get it looking good again. You can see tons of tileable textures and the lighting is crazy bright and doesnt have the right color. Still a pretty shot though! 


Saturday, January 4, 2014

Lost Planet 3 - August 2012 some more jams!

Pulling more Lost Planet 3 screens together! Heres some shots from directly out of Unreal of a level called Extraction. The level was built Cam Kleven and myself. We both did lighting and effects placement and we ended up modeling a lot of stuff for this one also (mostly terrain, walls and rocks/ice). Lost Planet 3 by Capcom and Spark is out ow for the Xbox 360, PS3 and PC platforms.

I was primarily responsible for building this area and all the mega structures the players get to interact with here. The brief was that it was supposed to be some sort of mining level (hence Extraction) and was the only level that had anything really roughed out past a grey box. It was actually pretty cool because a lot of the large structural areas I designed and built eventually became incorporated into gameplay elements for the various MP modes that were originally just cool stuff I added in for composition, balance, and general radness! First time I saw this map being I was so proud of that! Gameplay! Woot woot!


We had an extremely tight budget for perf, so i had to use only a couple sets of assets throughout the map. Turned out pretty sweet anyway!




Friday, January 3, 2014

Lost Planet 3 - August 2012 Some sweet screen montages!

Chugging away on getting my portfolio stuff together. I pledge now to just do this stuff as I get content. going through 11 games worth of art and bad screenshots and blah is hard! Im finishing up all the Lost Planet 3 screens today. I worked on a team of about 4 dudes including me to create, from the ground up, the 6 multiplayer levels that shipped with Lost Planet 3 for the PS3, Xbox 360 and PC platforms! It was for Spark Unlinited/Capcom and it was super fun! We did 2 man teams and i ended up contributing heavily to 5 of the 6 maps. We were also in charge of builds, and getting the maps into good performance ranges on the dev kits. that meant cutting and editing like crazy.

This was the Abandoned Base map. I developed the look and feel of this level for the most part. It came with no description or real direction so I got to really go wild! I did world-building, props, prop placement, textures, fx placement, lighting, etc (all of the stuffs) along with my good friend Ryan Kuehn! These images include edits made by Spark/Capcom.


Alpha Quarry map! Ryan Greene ( I collect Ryans!) and I built this level from grey box. As it has several scenarios, we had to build a lot of custom stuff for it. I did a lot of lighting and tunnel/world building and some effects placement. These images include edits made by Spark/Capcom. 


Lots more images (including stuf from inside the editor) coming soon!