Welcome to my gallery! Below are some images from various older projects I have worked on. Major projects have been broken into individual galleries for you to explore. The vintage section contains some images from older projects that I felt didn't need to be broken into individual parts. They are a nice mix of projects that only a few remember. Enjoy!
Here is a small sample of the massive amount of my vfx work in the top selling Mortal Kombat X.
Sub Zero's in-game Electric VFX suite created with Unreal, Maya, After Effects, and Photoshop.
Raiden's in-game Electric VFX suite created with Unreal, Maya, After Effects, Genarts Saphire, and Photoshop.
During Mortal Kombat X's most popular characters, Mileena, is killed by the insect like D'vorah. She does so in a very gruesome manor by kissing her and vomiting bugs into her mouth until they eat and consume her face(Disgusting, I know!). The finished shot was created using a plate rendered from game that is composited with a per-rendered simulated bug elements from Maya, then composited together for the final look. Shot was created with Unreal, Maya, Mental Ray, After Effects.
During an climatic battle of good vs evil during Mortal Kombat X's story mode, Raiden, guardian of Earth Realm, battles the evil forces of Outworld. During the fight I created a giant rain storm, impact effects, blood, and various electrical blasts. All were created with Unreal, Maya, After Effects, and Photoshop.
Here is a small collection of the beta version of Reign of Thunder. Reign of Thunder is a game where two team driving giant Mech Robots squared off against each other to see who could score the most points by blowing up their opponents. Sadly, the studio that was developing it, Day 1 Studios, wasn't able to finish the game and it has now been canceled. Very little of the game was ever shown in public.
This shot shows two of the different Mech classes charging through smoke with guns blazing. I was responsible the entire fx suite for the game, everything from weapons, atmospherics, and destruction effects. Everything was created with the Dispare Engine, Maya, After Effects, and Photoshop.
The most powerful weapon you could unleash on your enemies was the Orbital Laser. This massive beam would build up in space and blast down from the sky destroying anything caught in the blast radius. Here it can be seen destroying a city block.
This is a screen shot of a cluster bomb landing on and ultimately destroying a building. The player that took the screen shot survived, the robot near the base of the building did not.
F3AR (Or FEAR 3 as some call it) is a paranormal first person shooter. This shooter was designed to be a thrill ride that drags a player through a world where demonic forces are invading Earth from a the evil Alma-verse.
This is a shot of the giant portal that opened up over a fictional Seattle (We legally couldn't call it that, but who is kidding who, it was Seattle). Besides the flaming space needle I also created a giant flaming hole in the sky. Fun fact, if you get this far in the game watch the portal for a while. You might get a glimpse of a flaming fetus. Now before you judge me this was specifically asked to be part of portal by the Art Director. I am a fx guy, I get weird requests all the time!
Atmosphere was a big challenge during production. It was a constant challenge to create a dynamic environment that felt alive without tanking the frame rate if, you know, combat broke out. This is a nice image of an environment after a catostrohic event. Dust and ambience created with the Dispare Engine, Maya and After Effects.
This was captured in game when a possessed suicide bomber tried to blow up the player. However he was stopped with a precise shotgun blast resulting a spectacular show of gore and fire. The effect was created using the Dispare Engine for particles and post processing. Texture support from Maya, Photoshop, and After Effects.
Blitz : The League 2 (BTL2) was made by Midway Games, the one time gaming giant that sadly is not with us anymore. BTL2 was the continuation of the wacky football game that was shock value and fast mechanics. One of the main draws were "injuries" that consisted a x-ray of muscles, bones, blood, ect, that were high end renders instead of real time content. I was responsible for the lion share of that work. I lost count of how many I made, but here are a few of my favorites.
A players shoulder is shredded from taking a severe tackle. Blood and body fluid created with Real Flow. Cloth and Soft Body muscle tear simulations created with Maya. Shading, bones, marrow, muscles, and various compositing passes, created and rendered with Maya and Mental Ray. Final composite using Eyeon Fusion.
In this injury the rib cage gets shattered. Lots of bones flying and blood dumping.
Blood and body fluid created with Real Flow. Cloth and Soft Body muscle tear simulations created with Maya. Shading, bones, marrow, muscles, and various compositing passes, created and rendered with Maya and Mental Ray. Final composite using Eyeon Fusion.
Blood and body fluid created with Real Flow. Cloth and Soft Body muscle tear simulations created with Maya. Shading, bones, marrow, muscles, and various compositing passes, created and rendered with Maya and Mental Ray. Final composite using Eyeon Fusion.
Yep...broken hand...gross right? I looked at this stuff for months, day in day out, I have never looked at a steak the same again.
Blood and body fluid created with Real Flow. Cloth and Soft Body muscle tear simulations created with Maya. Shading, bones, marrow, muscles, and various compositing passes, created and rendered with Maya and Mental Ray. Final composite using Eyeon Fusion.
In the Mid 2000's EA had great studio in Chicago aptly named...EA Chicago. It was a wild place inhabited with some of the most fun, talented, and dedicated people you could find anywhere at the time. Sadly it was shut down abruptly during a time when EA was losing money left and right. This is the small collection of screens from a build created a few days before the studio closed. There are also some snipits of a conept video that was shown to the public.
This is a shot from the X-Video, a cinematic shown to the public that was used to generate hype. Here we have Dr. Doom smashing a cop car. The dust, car parts, glass, cracking concrete, and sparks were all simulated and rendered with Maya.
This shot from the X-Video depicts a civilian who turns out to be Bruce Banner is about to get crushed from a falling clock tower. Rigid body, particle, fluid dynamic, and volumetric simulations were done in Maya, then rendered with Mental Ray. Post processing and pre-compositing with After Effects.
Hulk rises from the clock tower looking all kick scary and cool. Rendered with Mental Ray. Rigid body and volumetric work done in Maya.
This is a in-game screenshot of Thor's lighting area attack. Lighting and destruction fx created with Maya, After Effects, and implemented on console with Renderware.
Thunder clap projectile fx created with Maya, Photoshop, and implemented on console with Renderware.
Fun fact, the reason the hulk appears black is due to this particular build that I was able to get a few screens before everything shut down had a bug that turned all the characters black. The background and vfx look fine at least.
Phoenix's mind blast was a push style attack. This shot gives a sense of scale we were dealing with. We wanted to feel like every time a super hero did something it felt like an event.
A force bubble that blew everything away around it. Nothing technically tricky, just some flames on her hands and some spheres.
A small collection of note worthy projects and screen shots from before the time of the empire.
This is from a indie horror movie. I, and a small team, were responsible for crashing a meteor through a bridge onto a crowd of people turning them into zombies (it was really fun to do). I was responsible for blowing up the bridge, rigid and particle concrete fx, and dust effects.
Def Jam : Icon was made by EA Chicago. Lots of fun making a Hip-Hop themed fighting game. I did lots of atmospheric and light effects.
Konami at one point was trying to reboot Silent Scope as a 3rd person action game. It got canceled after the initial greenlight presentation. This is a shot I did for the demo where they needed to blow up a building. I had to orchestrate over the course of two weeks to get this done last second, I didn't sleep much. Konami liked it in the end, few.
Yep, that is right, I was the lead fx guy on the ugly duckling of Tony Hawk franchise! The series had it's ups and downs, at one time being super popular. Sadly Ride was on the down phase, using a skateboard controller that you stood on, instead of a regular controller. Trust me when I say at the time it looked good on paper, but after a tough two year slog the final product just wasn't there. Lots of people worked very hard on it and I stand by it.
Another shot of the ill fated THR. Some lighting and atmosphere is what I spent a lot of time on. Well, in that screen anyway.
I worked on cinematic for the Sims 2. Here is a shot of one surfing a wave machine. Liquid simulations at that time were very tricky, making a wave machine go was tricky but it came out great.