
Responsibilities
For the levels Lower City, Crysis, Forest, and Fortress, I was responsible for pushing the visuals to the highest quality possible, while still maintaining a crucial 30fps lock on Xbox360 and PS3.
Art Leadership
I directed and managed a small dedicated team of artists to create and optimize all art assets for the tech demo. Delivering the first level of Crysis at maximum visual fidelity for its console debut was likely our most rewarding challenge.
Hands-On
Together with the R&D department, I made a key contribution by implementing real-time color grading into CryEngine 3 and creating the look-up tables to showcase its functionality.
Movies
Tech Demo Trailer
Screenshots
Lower City , Crysis , Forest , Fortress


















Color Grading



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