The DRG game was a third-person shooter set in a very dark sci-fi world where teams are pitched against each other in the ultimate Televised deathmatch. An apocalyptic future vision of the ancient Roman Gladitoral arenas. Just like in those days we wanted to involve our audiences to vote for moments to trigger exciting moments. But in today's version, the audience votes through the twitch channel.
These four images show how i block out the character silhouettes of each faction to quickly explain their styles and personality traits.
This is a sample page from one of the character concept packs I created to use when working with the external modelling and animation teams. We used these detailed packs to help explain the details of the model that we want, along with the characteristics and inspiration we had when concepting him.
I collaborated with a very talented concept artist called Jason Pickthall on this design of our addicted character. I then created the detailed workings of the headgear and added to the Character pack from which to direct the outsourcing companies with.
I was a Lead Concept Artist at the start of the Guitar Hero project but subsequently was given the opportunity to become the Art Director to get it over the finish line.
As Art Director my responsibilities ran across three studios, the Freestylegames/Activision development studio,the Framestore CGI department, and Pulse films. This proved to be an phenomenal experience where I learned so much from all the amazing individuals and teams I worked with. Truely an experience I'll never forget.
These two images show what we wanted to see from the players POV looking over the crowds from the stage. This stage had both night and day versions for two different bands to play on. The images were also used by the real world prop department to help build from and the CGI department for models and lighting.
This picture shows you an example of the many different band types and musical styles that we built. We essentially produced real bands to fit different musical styles and cultures. Not only did we come up with the look and feel of each band's outfits and Branding, but also needed to create back stories to each band and band member to help drive the creative content in the game and for the Music actors to gain a sence of what we wanted.
This video shows the of one of our heavy metal bands playing at a mid-sized UK festival stage. I spent a lot of time working with the amazing CGI and editing teams in the London studios of Framestore. These quick videos show you the compositing breakdown of both Mid and Large sized stages with two very different band types playing on them.
This video shows our top act playing on our largest UK stage. We were aiming to get the sense of a colossal scale on this stage playing in front of tens of thousadns of people.
I worked with our design team and then overseas product designers on the Guitar controller. This was the first concept design for the Guitar controler.
We created design packs for each of our festivals which crammed in a lot of information to be used by every department in the pipeline process of this game. From the stage builds/prop department to CGI, clothing+Make-up, Actors, DIrectors, Lighting, branding etc... These very quickly became a very important bible that we could refer to throughout the whole project. The next few images are taken from it that show top downs of what stages from our UK festival were to look like.
Very quick drawn B+W block outs were created to gain the look and feel of our stages, then printed and put on a wall to choose from.
This was concept work for an online version of Call of Duty that was released in China. The story was about a future version of human hybrids had come back in time to release a nano virus that was assimilating itself into the human race. The first three images are show where I was taking them using the hexagon motief they wanted but I aslo wanted a Ferofliud type material takeing over the blood and lymph systems.
In this vision of the COD future I had thought about how our MIlitary that we played could be augmented using the tech that is within our reach today. Technology like the Crisper DNA manipulation tech and robotic enhancements.
BOT was a game idea I had where a bipedal A.I. Robot was on an ever-ending journey where it traveled through space to many worlds creating other BOT friends to help solve puzzles, have adventures, and escape the many dangers that they encountered.
These are a selection of images that I have created for personal projects over the years. From speed paints to Shilloette exploration, realistic photo bashing to very stylised fun characters.
DJ Hero was an awesome game to have worked on and a great opportunity for me to learn a lot about character pipelines. I was a Senior Character Artist whose job was to conceptualise, model and rig our characters while concepting levels for some of the environments.
The DJ characters originally started off in a vinyl toy style but slowly evolved over the length of the project leaning towards more realistic proportions. Starting off in the vinyl toy style gave us the opportunity to have lots of fun with the characters shapes and story-lines which really helped us develop strong characters down the line.
Whilst working with some great design teams over the years, I had a chance to explore potential avenues of where the Skylanders franchise could move and what future game ideas were possible. I loved working closely with my own concept team and the other design groups on this project where we came up with a large number of different game designs, environments, and bespoke machine ideas for each of the established Skylander characters.
This is a variety of artwork which I created largely for projects that needed imagery for a project pitch.
TIME SHIFTING EFFECTS.
Sing Party was a project for Nintendo where they wanted a karaoke/dance game for the release of their WiiU console. The style was more akin to a plastic toy type of motion graphic which gave the player a visual connection to the song that they were singing along with.
You can see that on the images that we had a visual breakdown of the music track that we could follow whilst we concepted the visual styles an how they animated to it.