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Energy Barrier - In-game environment screenshot
The energy gate effect was not only an opportunity to make something cool, but by being rendered additively, it did not obscure units placed behind it.

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Wasteland Recycling Center - In-game environment screenshot
It was important that the environment props not just look good but create a sense of place and suggest a human presence.

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Decaying Urban Ruins - In-game environment screenshot
Signature visual elements for maps in this region are husks of old buildings mingling with improvised dwellings and sprawling debris piles. I chose a lighting look that had a yellow key light coupled with a greenish distance fog to convey a sickly, uninviting atmosphere.

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GDI Offense Crawler in vehicle & structure forms - Rendering of in-game models
Much time was spent in the concept phase establishing a visual language that allowed the player to recognize the crawler class in both vehicle and structure mode. Here, the solution was to make the large vent element prominent in both modes.

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Nod Offense Crawler in vehicle & structure forms - Rendering of in-game models
The four-legged walker design bears an intentional resemblance to the GDI offense class. This was an attempt to reduce the amount of shape recognition the player needed to retain. What makes it distinctly Nod is the color scheme and the overlapping shell forms.

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GDI Support Crawler in vehicle & structure forms - Rendering of in-game models
Since the support class produces mostly air units, it seemed logical that the crawler itself should be inspired by aircraft designs. The long body and relatively low height was meant to make it look like a futuristic aircraft carrier.

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Nod Support Crawler in vehicle & structure forms - Rendering of in-game models
The prominent dome element is shared by all Nod crawlers while in structure mode. When a unit is produced, the panels separate, a cylindrical elevator rises from below the ground and the unit emerges from within.

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GDI Defense Crawler in vehicle & structure forms - Rendering of in-game models
Meant to convey protective strength, the defense class is very angular and blocky. The multiple wheels give it a sense of mass and ensure that each crawler class has a unique form of locomotion.

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Nod Defense Crawler in vehicle & structure forms - Rendering of in-game models
Not as blocky as its GDI counterpart but equally austere. This unit's design really came together after we hit upon the large eye and hood-like covering. This would later be echoed in the Nod Avatar unit as well.

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Seek & Destroy - In-game environment screenshot
I just love the posture of the GDI Titan in the foreground. I feel like our animation team did a great job in making the robotic units move in mechanical ways but also appear human.

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Tiberium Chasm - In-game environment screenshot
Tiberium needed to be visible in the environments but not appear harvestable. Our solution was a glacier-like form, bordered by large upheavals of rock and earth. The tendril-like edging was inspired by aerial photographs of coral reefs. The gas effect and a point light were added to make it appear alive and threatening.

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On Guard - In-game environment screenshot
Fictionally, the spread of Tiberium has been halted and its power is being channeled into rebuilding efforts. This gave us a fantastic opportunity to create a wide variety of props. Here, a lone GDI Hunter tank guards an extraction unit being lowered into a Tiberium chasm.

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Forgotten Infantry - Ironback - Rendering of in-game model
Creating the look for the Forgotten faction was an absolute blast. Since they live in the Tiberian wastelands, I wanted their aesthetic to look like a mix of industrial scrap. Their palette was inspired by the bright colors found on construction equipment and garbage dumpsters.

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Forgotten Infantry - Visceroids - Rendering of in-game model
The goal was to create as repulsive of a creature as possible. I recall my initial description as "...a three-legged maggot with yellow toenails."

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Forgotten Vehicle - Scrap Bus - Rendering of in-game model
This was a fun exercise in making a very non-threatening vehicle look menacing.

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Idris Corporation - Tiberium Lifter - Rendering of in-game model
The Idris Corp. is a neutral, non-playable faction that is responsible for building the infrastructure of the Tiberium Control Network. I wanted the aesthetic for this faction to look like futuristic construction equipment. Elements from this faction are seen in many of our environment props.

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Tiberium Crystal Landing Area - In-game environment screenshot
I felt the Tiberium crystal landing areas should look like construction sites. However, it was important that the props not interfere with unit pathing. The holographic arrows help attract the player's attention in an otherwise busy battlefield.

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TCN Pipeline at Dusk - In-game environment screenshot
The Tiberium Control Network or TCN for short was a visual motif that was consistent throughout all of the environments. Here, I wanted the player to make the connection between the massive pipelines and Tiberium chasms.

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TCN Pipeline Repair - In-game environment screenshot
I favor a modular approach to creating environmental props. Not only does this take advantage of instancing, but allows artists to reconfigure assets in creative ways.

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Tiberium Extraction Works - In-game environment screenshot
Some maps had large areas that design did not need for playable space. We used those spaces to create moments of visual spectacle. Here, the player gets a glimpse of just how massive the network of pipes and cables for the TCN is.

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TCN Resource Node - In-game environment screenshot
In multiplayer mode, players vie for control over TCN resource nodes. Areas around these structures are left intentionally bare to allow for the large amount of units and combat vfx.

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Nod Infantry - Black Hand - Rendering of in-game model
Nod infantry have exaggerated weapon proportions to make them readable at game height.

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Nod Infantry - Commando - Rendering of in-game model
The single glowing eye was both menacing and intended to convey the fact that Nod soldiers are cyborgs.

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Nod Structure - Viper turret - Rendering of in-game model
This emplaced weapon was one of our more successful structures. I felt it was important to nail the design on this type of asset because they are so frequently seen in-game.

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Nod Vehicle - Stealth Tank - Rendering of in-game model
As a rule of thumb, Nod units favor odd numbers - hence the three rocket pods on the Stealth tank's back.

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Nod Vehicle - Stealth Tank - Rendering of in-game model
The latest version of an iconic Nod vehicle that dates back to the very first Command & Conquer game.

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Nod Aircraft - Vertigo - Rendering of in-game model
With so many Nod air units, it became a challenge to come up with unique designs so that the player could tell them apart. A flying wing concept seemed best fit for this bomber unit.

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Nod Aircraft - Salamander - Rendering of in-game model
Internal nick-name for this aircraft was the "fire-barfer" because of the six flame cannons mounted on the sides.

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Nod Vehicle - Avatar - Rendering of in-game model
We adapted the hooded eye look from the Nod Defense crawler to work with this unit.

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Cold Hard Truth - In-game multiplayer screenshot
GDI Kodiak's face off against Nod Scorpion tanks in an Arctic environment.

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Desert Mayhem - In-game multiplayer screenshot
An even matchup between GDI infantry and a number of Nod vehicles.

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Afflicted Arena - In-game multiplayer screenshot
I am proud of the lighting and post effects on this map. The air feels dense like a humid Polynesian environment.

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GDI Infantry - Engineer - Rendering of in-game model
Because infantry are so small in-game, certain elements need to be exaggerated to communicate their role. For the GDI Engineer, it is his wrench that makes him distinctive.

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GDI Infantry - Zone Enforcer - Rendering of in-game model
Unlike their Nod cyborg counterparts, GDI infantry are humans in power armor.

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GDI Infantry - Commando - Rendering of in-game model
Whereas the Nod infantry each have unique armor designs, GDI needed to look consistent like a well organized military force. The challenge was to add slight variations that were noticeable to the player. Here, the double fisted weaponry did the trick.

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GDI Structure - Rocket Turret - Rendering of in-game model
The upgrade to this emplaced weapon gives it an obscene amount of rockets.

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GDI Vehicle - Sandstorm - Rendering of in-game model
I see this as a sci-fi military version of a racing boat.

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GDI Vehicle - Hunter - Rendering of in-game model
In order to make this unit look distinctive from other GDI tanks, I chose to go with wheels instead of treads and shift the turret towards the rear.

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GDI Vehicle - Hunter - Rendering of in-game model
One of the first GDI units we created and still one of my favorites. Shown here with second laser arm upgrade.

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GDI Aircraft - Kodiak - Rendering of in-game model
The challenge with this unit was making the downward firing cannons visible to the player. The trick was to move them to the outer edge of the body.

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