We had the chance to create props and vehicles (High, low, bakes and textures) for Dambuster Studios.
These photos of Boston during World War II were taken by Leslie Jones. Dorothy Lamour in Boston for war bond drive, 1942 G...
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A selection of assets i was responsible for bringing to completion from the initial block out stage to the final in game model.
Mock-ups and in game examples of UI I worked on in the project. 3D models and environments were created by other artists.
I was responsible for this level during my time at Crytek UK while working on Homefront, it was our first Yellow Zone level to go into production and what you see here is what the level looked like two years before the games release. Although I can't take credit for much of the asset production I can take credit for bringing it all together, I worked closely with design iterating on what a Yellow Zone was and how it should be structured and constructed. Much of my focus was on performance and production asking the question "How do we go about building something so big so quickly?". I started this level as a loan artist before ramping up to a team of ten, then over time we ramped down and I remained. Its difficult to sum up quickly everything I did on this, but I can say with confidence that I put this level together. and did the majority of the dressing and world building contained in these screenshots.
Mock-ups and in game examples of UI I worked on in the project.3D models and environments were created by other artists.
This is "Homefront the Revolution Game Intro | Making of" by Fire Without Smoke on Vimeo, the home for high quality videos and the people who love them.
Here are some buildings and assets i was lucky enough to work on with the very talented guys and girls at Dambuster Studios.
Some misc items that range from RC Car to bolt cutters and everything in between. Concepts by Pete Cassell.
I was Lead Character Artist on Homefront: The Revolution. I created everything shown here except the gloves. All textured shots taken from CryEngine. The head is based on a scan of actor Nick Barber. The clothing is based on scan data which I acquired myself. Concept by Aidan Wilson.
Some of the areas that i worked on as an environment artist with the very talented team at Dambuster Studios. I was lucky enough to be responsible for the opening section of the game amongst other areas. Assets and Props to respective owners.
Resistance homebrew flamethrower made from scavenged parts. Besides doing this variant to final, I was responsible for the blockouts for all the other variants that we sent to outsourcing. Concept by Pete Cassell.
Responsible for level art/layout alongside the very talented Daniel Robson.
A small selection of assets and materials I produced whilst working on Homefront: The Revolution. All work by me unless otherwise specified. It really was a pleasure to work on this project and I learned a lot during my time at the studio. Congrats to my friends in Nottingham for getting the project finished and out of the door.
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