BACK / LOW-POLY CHARACTER MODELING

Freeverse Games (NGMOCO/:DENA)
iOS Games
2010 - Models, Textures, Rigs, Animation.
CASE STUDY: LEAD 3D CHARACTER ARTIST
DAILY ROLE: Work with concept artists and art directors to create 3D character models. Rig large sets of characters with similar motions but different bodies. Animate large sets of characters, creating loops. Export animation loops for game integration.
Client: NGMOCO
Project: iOS Games
Date: 10/2008 - 08/2011
WE RULE FISH - CHARACTERS
I was the Lead 3D Character Artist at Freeverse for almost 3 years. Lead by defualt because I was the only 3D Character Artist at the time. One of my favorite titles was an aquarium game where you bread and upgraded your tank of fish. Under art direction and with some concept help, I created several hundred fish and sea creatures, for this mobile/social game app.











WE RULE BOWLING - CHARACTERS
Characters from a bowling app. I worked on several sports titles for Freeverse, bowling, baseball, and an NBA game..making sets of characters that shared sets of animation loops.




NBA BASKETBALL - CHARACTERS
For the NBA, we created a lot of their star players. The models had to be very light weight, and the animation needed to be shared between all of them. One challeng was to create a single rig that could work for all different height characters, but we got it done with Maya's TRAX editor.




CASE STUDY: SR. VISUAL DESIGNER ( CHARACTER CONCEPTS )
DAILY ROLE: Work with creative directors to create concept artwork and prototype tablet based demos in Unity. Create 3D models for AR experiences. Work with Art Directors and other designers to conceptualize and create art work for table and web based learning games.
Project: STEM
Date: 11/2011 - 08/2015
ARC / STEM GAME - 3D ROBOTS ( AND LEVELS )
Arc was a STEM/SCI-FI tablet game, eventually farmed out to a studio in London called Pre-Loaded. Durring its development we gave it several passes in the concept/prototype stage.. In that roll I created many robots, and built Unity leves to flesh out various ideas of the creative director.





CASE STUDY: 3D PRODUCTION ART - NICKELODEON
DAILY ROLE: At Animation Collective, in NY. I worked with a small team of 3 to 4 3D Artists, making sets, props, particle systems, characters and rigs.. We also worked closely with the layout department when setting up camera angles for set renders, and sometimes worked on pitch material, for new series..
Client: Nickelodeon
Project: Kappa Mikey (52 Episodes)
Date: 05/2005 - 08/2007
KAPPA MIKEY - 3D CHARACTERS
Tasked at times, with creating characters for the show. They were rendered in toon shading with Mental ray. I did these models, and rigs. They did not necessarely need to be low polygon, but it was 2005, and they needed to be efficient.




CASE STUDY: OTHER WORK
DAILY ROLE: As a freelance artist, and working in studios, I have encountered many assignments.
Some examples.

Retopo hair for MATTEL - on line world

Character model and rig - Shopkick commercial

Pitch - Nickelodeon
Other Organic Models:
Rancor /
Two-Headed Beast /
Post-Appocalyptic Human /
Milo Manara Lady /
The Rocker /
Star Wars Droid /
Sculpted Rocks
Other Low-Poly Models:
Nickelodeon /
Low-Poly Characters /
Low-Poly Sets /
Architecture
Do not reproduce any images without writen concent