Tuesday, March 12, 2013

Monday, February 18, 2013











Last batch of Halo 4 screenshots for Spartan Ops. I worked on all the forerunner structures here except for one POI piece on the cieling of the main hall. That and the terrain was done by Eli Hansleman. Rocks were done by Justin Dinges, lighting by Rae Chen, and structure work by Inyoung Yang.


Wednesday, February 13, 2013

Wednesday, January 23, 2013






Some more Halo 4 work.

Wednesday, November 28, 2012



Here is another piece I modeled that VFX Axis added and rendered into their animation. I modeled and textured the circle ring object.

Monday, November 12, 2012


This was the artifact I modeled and textured for spartan ops. Thanks to VFX Axis for adding it into their cinematic, rendering it all nice, and adding fx to it. From what I can tell, it is the exact same model and textures from the game.

Friday, November 9, 2012











More screens of Ragnarok and Cauldron

Thursday, November 8, 2012



Here are some screen shots of the only covenant environment in the game. I modeled, textured, and unwrapped the whole environment from scratch. This was probably the toughest environment I had to do since there was no reference to go off of for the new style. Special thanks to Liz Kirby and RJ Ranola for optimizing and creating the play collision for this thing.

Wednesday, November 7, 2012

forerunner cannon

Here's the cannon in the Halo 4 campaign on mission 4. Special thanks to Shon Mitchell for planning out the animation of the model and animating it.

Tuesday, October 16, 2012




Some concepts I did for the indie game Distance. You can find more info on this kickstarter link.

http://www.kickstarter.com/projects/1857884659/distance-a-next-generation-arcade-racer

Wednesday, October 3, 2012






Here are some screens of another level I worked on. It is call Ragnarok, which is the spiritual successor of Halo 3's Valhalla. In this level, I updated the style of the old Forerunner architecture which are the gray shiny metal building. Essentially, I  completely remodeled and textured the whole building while conforming to the old levels gameplay spaces. I also lit the Forerunner architecture and some of the terrain.  Also, I worked on a lot of collision on this level, which is no doubt, my favorite part in making video games. 

Here is a video of the Mantis hanging around the level.


Tuesday, June 19, 2012










Here are some screens of two levels that I worked on. In both, I modeled and textured the hard surface Forerunner environments. In the map with red emmisives, I worked on all of the Forerunner architecture and in the map with blue emmisives, I worked on 30-35 percent of the environment.

For a video of the lava mission in action, here's a link to it on youtube

http://www.youtube.com/watch?v=nn89_AXCRUY

In this video link, there are some shots of the blue emissive Forerunner level.

http://www.youtube.com/watch?v=SCiGiVqgqTA

Tuesday, May 29, 2012

unfinished study: photoshop