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In 2008 I came to Snowblind as an environment artist to work on "Lord of the Rings: War in the North". Working with the rest of the environment team
I created modular assets, unique setpieces, Tree meshes and textures from Speedtree/Zbrush as well as set composition and level optimization.

Tree props used in the Ettenmoors and Mirkwood levels, besides the unique modeled trees I made all the speedtree-generated foliage (trees and bushes) used in WITN.



Orc Siege Tower modeled for the Nordinbad assault level


Example meshes and textures from Osgiliath challenge level.


Environments

Sarn ford: Modeled and textured the rock cliff outcroppings, speedtrees, branch piles


Fornost entry: Modeled the building architecture, damaged areas and aqueduct underground area. The aqueduct was a late addition to the level, I was given basic greybox shapes to fully model out the area using existing textures and minimal direction. Working with the needs of level design I created a mini-dungeon area, adding secrets and alcoves to add some additional off the beaten path moments.


Fornost citadel: Modeled the building architecture, built up the courtyard areas from basic greybox geometry, worked with level design to provide varied combat opportunities and progression. Modeled the inner citadel stairway area, using minimal direction to make it an imposing entryway to the boss area.


Ettenmoors: modeled and textured all tree and bush assets using both unique meshes and speedtree. Modeled and textured the hillside areas and cave entrances.


Mirkwood: Modeled the building architecture, built up the courtyard areas from basic greybox geometry, worked with level design to provide varied combat opportunities and progression. Modeled the inner citadel stairway area, using minimal direction to make it an imposing entryway to the boss area.


Rivendell: Modeled and textured speedtrees and bushes.


Nordinbad siege: Modeled dwarven architecture and damaged areas, siege tower model.


Osgiliath: Modeled and textured all architecture and vistas, was given the roughed out level design and built the modular pieces, debris and vista pieces used to construct it using minimal direction.
A proud member of Stuffcorp Heavy Technologies.