Tuesday, November 12, 2013

Here be Dragons (not really)

I had some fun this weekend illustrating this after reading a book about sea monsters design and historical cartography.

It would probably work as an indie/folk album cover, or possibly a board game map or something?

Thursday, May 16, 2013

Scrapyard at Demo Day 2013

I can't believe it, but Scrapyard finished yesterday. We presented our final games this week, just in time for USC's commencement, and now almost every member is off starting their career in the games industry.

Here's part one of our 20 minute presentation:

Part two:

Friday, March 22, 2013

Photography + CG Series - Part 2

Here's a CG composite submitted for my digital photography class. Photograph was taken in East LA, and the rendering was done in Maya with Mental Ray.

Original composite is 6144 by 4096, so I printed it out pretty large at 17 by 25 inches. This was an interesting departure from the large amount of game-related stuff I've been doing recently. 

GDC is next week, and here's some cool news: We're presenting Scrapyard at the Intel booth 4pm on Thursday! Swing by if you're around!

Thursday, March 14, 2013

Scrapyard Animation Update

Here's the result of crunch week for the E3 ESA student game competition deadline. I'll be publishing more stuff as we gear up for GDC next week.

New Scrapyard Trailer is Live!

Hey guys!

We just finished making our game trailer for our ESA E3 Student Game Cometition submission!

Check it out below! Motion graphics on the logo and characters by yours truly.

Tuesday, March 5, 2013

Phreak Kill Attack (Ultimate) Proof of Concept

Here's the proof of concept for the Phreak's kill attack. Although he has the weakest melee moves, his execute ability is the strongest in the game. It shoots out anchor harpoons in all directions, pulling enemies close to him and then detonating them. More info soon!

Wednesday, February 27, 2013

Photography and CG abstraction

These are a couple renders for my photo class. I'm going to take some time this semester to explore the relationships between surreal abstraction, reality, and sculpture. From a technical standpoint, I wanted to place blatantly CG objects into real locations and challenge myself to match the lighting as best as possible.

Both of these locations are within 20 feet from my off-campus apartment. Neither are rather photogenic, which made them attractive for this project. Pictures were taken with a Canon EOS Rebel t3i.

The sculptures were modeled, lit and rendered (deliberately untextured) in Maya and composited in Photoshop. I put some attention towards matching the film noise and chromatic aberration as best as possible. It was a fun challenge.

As the semester goes on, I will be adding more images to this series, so stay tuned! If you're interested in printing them, ultra-res versions (5k) available upon request.

Overdue Update - and the Phreak!

Hey guys!

For the rest of the semester (my last semester of college), I am happy to announce that I've accepted an animation production internship at Industrial Toys! We are developing a mobile sci-fi shooter, called Morning Star. My first shipped game! Exciting stuff!

Anyways, Scrapyard at USC also has some big plans as we gear up for GDC. Shown here is my latest character rig, our third playable class, "the Phreak." Unlike the feline and bear, he is noticeable more...fishy mechanical. He is visually designed and modeled by fellow Scrapyarder and character artist, Michael Muwanguzi, with input from the rest of the team. I really dig his claw.

Included are a couple of my quick proxy animations for reference. As you can see, the Phreak is meant to be a very bizarre guy. More info on his kill attack soon! (It will be the strongest in the game by far.)

Well, that's it for my Scrapyard update. Maintaining this blog between 2 jobs and college will be life on Hard Mode, but I will give it my best!