Visual Development

Below are some examples of concepts, paintovers, environment block-outs and style sheets to explore ideas and define the look of games that I've worked on:


Gotham City Impostors was a free to play multiplayer shooter for Xbox Live Arcade, Playstation 3 and Windows PC. The game is about people posing as the Batman or Joker Gotham City with homebrew gadgets and weapons. We went with a style that was gritty and realistic in the material treatments and playful in the forms. The world and characters were to look run down and corrupt with details from the Batman lore sprinkled throughout. One of the mandates for the look of the game was that the characters in the game could not be confused with the real Batman or Joker so we avoided traditional comic heroic archetypes. 

Gotham City Impostors was a free to play multiplayer shooter for Xbox Live Arcade, Playstation 3 and Windows PC. The game is about people posing as the Batman or Joker Gotham City with homebrew gadgets and weapons. We went with a style that was gritty and realistic in the material treatments and playful in the forms. The world and characters were to look run down and corrupt with details from the Batman lore sprinkled throughout. One of the mandates for the look of the game was that the characters in the game could not be confused with the real Batman or Joker so we avoided traditional comic heroic archetypes. 

 
F.E.A.R. was released in 2005. A first person shooter with the look and feel of  a John Woo film or the lobby scene from the first Matrix movie. Over the top FX in close quarters space with an Asian psychological horror element thrown in. I did a lot of the concept work for the characters on this project, level layout sketches and additional weapon concepting.

F.E.A.R. was released in 2005. A first person shooter with the look and feel of  a John Woo film or the lobby scene from the first Matrix movie. Over the top FX in close quarters space with an Asian psychological horror element thrown in. I did a lot of the concept work for the characters on this project, level layout sketches and additional weapon concepting.

 
 
Project Raptor was the code name for an unannounced VR project. 

Project Raptor was the code name for an unannounced VR project. 

 
Echo was a code name for a project that later became Zulu. WB eventually canned the project because it was an original IP and instead asked us to work with a WB owned franchise. 

Echo was a code name for a project that later became Zulu. WB eventually canned the project because it was an original IP and instead asked us to work with a WB owned franchise. 

 
Zebra was an original IP game concept that was pitched but never got traction. 

Zebra was an original IP game concept that was pitched but never got traction. 

 
NOLF2 was a shooter set in the 60's where you play as a secret agent.

NOLF2 was a shooter set in the 60's where you play as a secret agent.