Sunday 25 September 2011

'BLACK' 2005 - 2006 EA GAMES

In 2005-2006 I worked on BLACK for Criterion Games. I managed construction of two of the 8 stages, and fully crafted zones within each stage.

The U.S. release cover is on the left, the U.K. release cover is on the right, I contributed modeling work to the logos.
PERSONAL WORK






TIVLIZ ASYLUM APPROACH
I built the stages in the videos below and everything in them. The Best achievements in the first video were eaxpanding the stage footprint by 60% in the last fortnight of production, creating complex geometry for the time to represent giant junk piles, high level of destrucive assets and hand painting and tinting custom light maps to represent oil soaked terrain, and boosted shadow areas.



NASZRAN FOUNDRY ENDING 
Despite being a bit dark these videos show the large smelting rooms and machine shops that were the main areas of the end environment from the foundry stage. The final room had more dynamic glass than other game area at the time. It held up really well and rewarded players for stray bullets with showers of glass and sparks.
This was the final room in Foundry stage. I loved the big smelter towers and the crane. You can see there was a lot of glass.



LOW POLY PS2 PROPS


PROP TEXTURES PS2


LOW POLY ENVIRONMENT DRESSING PROPS. LIGHTWAVE FOR PS2


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