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An old concept image but one I still like.
Personal concept work. Still WIP: pending lighting and atmospheric effects.
TOWER deployed under building 2 in the Military Compound stage. I painted this quite early on and it was the basis for several other designs. |
This was a design I produced to investigate the chevron banding and machine elements I wanted to see in to the interiors. |
I painted up a number of interior surfacing and architecture guides for the environment artists. This one shows an 8m high column made of two column components clipped together. |
I had the idea to use our glass tech system to panel the walls of the TARGET interiors. This image shows my pre-visualisation for how the interiors would look after a shootout. |
I was very keen to get extremely bold red interiors in the game: these can be seen in reactor rooms. |
I worked with the graphic design company 'ROSIE LEE' providing framing and external feedback on the logo design. |
KEY ART - WE DID THIS IN ABOUT 10 DAYS. I DID MOST OF THE MAIN PAINTING WITH SUPPORT FROM CHARACTER AND CONCEPT DEPARTMENTS. |
I painted this in about 3 days flat out. It shows the Pirate Bay stage. |
This is another shot I worked on with Ras, it shows a view of the Ice House in the Asian Fishing Slum stage. |
I worked on this with vincent Jenkins, I set the composition and lighting info. Vinny worked up the main body of the shot and then I polished it up for print. |
OFFICIAL XBOX COVER IMAGE. I directed this image across the character, concept, guns and marketing departments and did clean up onthe character render, gun render and border. |
This is EDGE cover we were on. This was the art used for the EDGE cover. The model was produced by the character art team, and I did the paint over. |
Stairs at E3 2011. It turned out well. Our machines were struggling to handle an image this size. Great fun to see it in person. |
Created for a competition, where the goal was to redesign a classic cartoon character. 14 days work. |
This was a study in detail and weight and weathering. I was thinking of construction vehicles and Running Man's 'LAST YEARS WINNERS' when I painted it. |
I'd been thinking about how seaguls bank and swoop and wanted to draw a vehicle that had two free articulated wings so it sould scoop air and turn in impossible arcs. |
I had this idea about a scorching hot dusty day somehwere in the middle east, with giant inert robots keeping the 'peace'. |
This was speculative work for Clive Barker. It was for JERICHO before it was signed and I had the idea of making Vatican Guards into ceramic armoured spec-ops guys. |
Literally a flight of fancy, this clunky armoured French paratrooper was for a game idea I had been looking at for a few years, again based on the idea of a war (WW1) simply continuning. |
KLEET AND GATOR - TOON |
KLEET AND GATOR - STYLISED HEAVY METAL |
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. |
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. |