Responsibilities
The job started with a visual contract to establish new stylistic boundaries demonstrating the versatility of the CryEngine.
Art Direction
My primary objective was to establish the artistic vision from the ground up. I wrote the style guide, locking down the look, feel, and color palettes for every asset. I then briefed and deployed a small team of concept artists, directing and validating their output from start to finish.
Art Leadership
I was the central command for a medium-size art team, scheduling, managing, and supervising production to hit our technical and visual benchmarks.
I went deep with the CryEngine R&D team, tackling visual and technical issues, boosting performance, and setting up the production pipelines and tools our art teams would use.
Hand-On
When the time came for the playable prototype, I became a field operative, building the levels, setting the lights, adjusting the post-effects, and tuning the camera animations myself in the CryEngine Sandbox editor.
- The project was cancelled in 2008 -
Movie
Playable Prototype Trailer
Concepts & Screenshots
Characters
Weapons
Player Handgun
Vehicles
Architecture
Environments
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