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PROCESS

The following images showcases the process I usually implement to create a good amount of my work.

Some of these examples focus on the build-up to a singular image, while others are examples of how I go about world building.

PLASMA RIFLE from THE CALLISTO PROTOCOL (2019)

This weapon was designed and created for THE CALLISTO PROTOCOL around 2021, but was cut late into production.

The creation of this (along with many other assets for TCP) involved and collaboration with multiple department leads/directors, and close communication with the CCO and CEO over at STRIKING DISTANCE STUDIOS. It was the last weapon we had worked on for the game. It was an escalation from the other weapons I had been asked to design before it, but still a very fun challenge, nonetheless!

This weapon was meant to be a prototype weapon that was made for the mining colony that was seen later in the game. It's meant to appear like it was iterated upon in a crude manner with wires and exposed parts. It would have featured a display and powered by cannisters of plasma. As mentioned in the annotations, the side panels were meant to be folded in when the weapon was not in use and would fold outwards when in-use.

Wendy’s Crown Shop (ext)

WIP! Coming soon!

The Elixir Mixer

This vignette of props is part of the LAND OF - Conjure project, as well. It’s meant to focus on some of items you might come across. Primarily, the Elixir Mixer, which is like a soda-mixing machine and the spinning wheel from The Price is Right. The idea being that the wheels spin and produce a random concoction for the patron’s empty flask. This started with a simple sketch and was further developed in Plasticity and some drawovers. It also served as a style exploration to see if the render treatment would scale well to entire scenes.

Animation Idea:

The Witch’s Path

While not much was modelled here, the designs are based on a project that I’ve not yet shared. The objective for this final image was to depict a moment in the story where the witch character creates a shortcut for herself and her guards as they make their way to their destination.

TRADE

A complex interior/exterior mix environment. This involved created a lot of modular assets for set dressing and creating some loose buildings that could be seen from a distance. The characters were painted over on top of scale figures.

AMBUSH

With this chase scene, I wanted to challenge myself and try to do a mix of kitbashing from pieces I’ve created for myself and creating a vehicle of sorts. I also experimented with Embergen and fluid simulations in Blender to get plumes of dust and mud splashes into the base 3D scene. The handybot is purely kitbashed, the vehicle is mostly a unique asset, and the mech is from another project I’d worked on.

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