E-MAIL: chrisleathers@me.com            PH: +1-917-583-2673
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Speakeasy - Virtual party space - Virbela

STUDIO/TITLE: VIRBELA - SPEAK EASY
ROLL: 3D CHARACTER/SET ARTIST
PLATFORM: PC GAME
TOOLS: UNITY, MAYA
DURATION: 6 MONTHS (between 2020-2024)

A virtual party/meeting space which we built durring the covid lockdown. It was host to some amazing artists and DJ's for a number of private parties and events. As you can see here the roof opens so its good to have a virtual raincoat!


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STUDIO: VIRBELA
CLIENT: PRICE WATERHOUSE COOPER
TITLE: CANNES
ROLL: 3D ARTIST
PLATFORM: PC GAME
TOOLS: UNITY, MAYA
DURATION: 3 years (between 2012-2015)

In collaboration with Price Waterhouse Cooper, for the 70th annual Cannes Lions International Festival of Creativity, we created a VIRTUAL CANNES, and set up meeting spaces in a movie theater and on a yaht so that executives from different companies could meet and greet in person virtually, while at or far from the actual event.

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STUDIO: VIRBELA
TITLE: MAIN CAMPUS
ROLL: 3D ARTIST
PLATFORM: PC GAME
TOOLS: UNITY, MAYA
DURATION: 3 years (between 2012-2015)

Durring my time at Virbela, I got to participate in the launch of their virtual campus 2.0 and contribute ideas and 3D models. Their previous campus was very effective and nice but not up to todays visual standards, so we eventualy started to improve the experience one building, room, or interface at a time. Here are some examples of sets I worked on.


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STUDIO: AMPLIFY/SCHELL GAMES
TITLE: LEXICA
ROLL: 3D ARTIST/CONCEPT ARTIST
PLATFORM: PC GAME
TOOLS: UNITY, MAYA
DURATION: 6 MONTHS (between 2012-2015)

A major first title by Amplify after they received massive funding and dove in completly to tablet based educational games. I helped with the concepts of this title, Lexica, and created assets for a first version done by a small studio out of Boston. This was a first person style experinece and was the direction I personally preffered. I also participated in the process of finding the final outsource studio (Schell Games) and our inital concept renders and prototype assets went to them as part of their concept direction. Schell Games turned it into a 3/4 view dungeon crawler.

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Shout out to Laura Rawson who was the master mind of all the final games, and who encouraged deep exploration of the creative direction they could go.


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TITLE: ELYSIUM
ROLL: 3D ARTIST/UNITY LEVEL BUILDER
PLATFORM: PC GAME
TOOLS: UNITY, MAYA
DURATION: 2 MONTHS (between 2012-2015)

This title was based on an existing 2D game and needed to conform to the style and be very light weight and optimized. The models were made in Maya and Photoshop, and assembled in Unity.

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STUDIO: AMPLIFY
TITLE: ARC
ROLL: 3D ARTIST/UNITY PROTOTYPE ARTIST
PLATFORM: PC/TABLET GAME
TOOLS: UNITY, MAYA
DURATION: 4 MONTHS (2014)

Another major title for Amplify at the time was a science based game called ARC. This title went to another studio in London to be developed, but we explored many ideas in the run up to that desicion, including a robot mining game. I took this demo from the drawing board to the tablet, with included robot avatar and navigation, teleports and animated NPC's.

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