Thursday, May 14, 2009

Gears 2 takes a Bronze CLIO!

We're getting on towards award season and first up for projects I've worked on in the last year is Gears of War 2. We got a bronze, not the best in the world, but considering the quality of work we're league with, it's nothing to be sneezed at either.

Kudos to the team and everyone who worked on it!

Tuesday, February 17, 2009

My 2009 Demo Reel



This demo reel is a sampling of my work as of January 2009. It's my first reel to not feature any student work. I'm very proud of all of this and in seeing my growth over the last 4 years look forward to the future and to seeing what 4 more years of growth will look like.

Featured projects include:

Xbox
Gears of War (1 & 2)
Halo 3 (Believe & Iris)
Forza 2
Crackdown
The Together Experience

AKQA
AKQA: Woof!

Microsoft
Vista In-Store Experience

Nike
Laced (Trailer & Selected Title Cards)
Tiempo

Monday, February 9, 2009

Halo Wars



Look upon the war torn planet of Harvest. This experience site gives you the point of view for both the Human and Covenant sides in the Halo universe.

http://halo.xbox.com/halowars

My role in this was creating the planet itself in Maya and creating the transitions to the surface which had to seamlessly flow into actual footage captured from the game itself.

Friday, February 6, 2009

Gears 2 Award Site

It's always good to finally be far enough removed from a project you worked on so closely to see the whole picture and realize that it's something you're really proud of. I had a moment like that today when the Awards submission site for the Gears of War 2 project I worked on went live. It has a campaign overview video that I cut together on it, as well as clips and links to the various pieces of the puzzle and the experience site itself.

You can check out the Award Site here.

Tuesday, December 23, 2008

More from Gears of War 2

So, as promised in my last post I'm back with a couple shot break downs and the one piece of content from the site that was entirely mine start to finish.

First off are the break downs. They're fairly simple and self explanatory.





And lastly there's the "Last Flower" content in which Cole is practicing his sharp shooting on what may well be the last batch of flowers on Sera. Truly a tender moment. For this I tried to go a little overkill given the short turn around but I think it came out well.



I tracked footage I shot to give it that hand held wiggle, and then layered a bunch of pre-rendered 3d objects into 3d Space in After Effects. A little particle effects for the popping flowers and a little smoke for atmosphere and it all stitched together quite nicely.

Well, that's it from me for this project, but the site is still up and everything is unlocked now so by all means give it a look and check out all the other goodies that everyone put together.

Wednesday, October 29, 2008

Gears of War 2: The Last Day

The Last Day is an experiential website that takes you through a destroyed city on the day that humanity burrows underground to fight The Locust. Viewed from the point of view of JACK, Marcus Fenix's companion robot, who awakens to find himself in the midst of destruction.

This project probably pushed me farther out on a limb than I've ever been before. Reason being that we were tasked with creating the entire experience with in game graphics, and that we were going to have to build all of our assets with the Unreal 3 development engine. As the only member of my team with any real experience doing any kind of 3d production I was picked to receive training.

I spent a week training Alex Okita at Black Point Studios in SOMA. After 5 days of intense learning I came back to my office and over the next month built all the navigational assets for the site and provided assets to several other artists to be assembled into various content pieces for the site.

The environment in the site is a manipulated version of a previously assembled level. The bulk of my time was spent rearranging and retexturing objects, re-lighting the scene, and animating the camera. Another mandate was that we never show a "still frame", meaning that every time the camera stopped on an object there had to be a looping background video available. All in all there are 26 stopping points.

My two favorite shots from this project are the final lockup of the sunset and the reflection of JACK in the side of the van in a pile of rubble. The sunset was a favorite because It involved a fair amount of polishing after we got a render out of the unreal engine. The reflection is a favorite because in involved a fair amount of roto and matchmoving to get it to look right. Below I've posted a video of the complete fly through without any of the programatic distortion that was done in flash.



There's more content pieces and shot breakdowns to come, but for now I'd recommend that everyone should get the full experience and check out the site.

Tuesday, October 21, 2008

Gears of War 2

http://gearsofwar.xbox.com/lastday/

So a few weeks ago the site I've been working on for the last few months went live. I've held off until now because when it first launched there wasn't much to look at other than to scroll through the navigation.

now, a few weeks later, about half of the content is unlocked. Give it a look and check back after the game comes out on November 7th to see a full post (with video) of everything I worked on for this project.