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GameWizards (November 2008 - January 2008)
Art Institute of Los Angeles - Santa Monica
Environment Artist

Life is brutal, ugly, and short. Savagetech is no exception. Losing control over their base and prison, their only goal is to kill all the well armed prisoners in a battle to the death! Earth's most dangerous criminals versus Savagetech's deadly guards... who will rule?!

Detox is a multi-map 3rd person shooter created specifically for the Gears of War Unreal Editor. My role in Detox was an environment artist in the infirmary and generator room levels. I was responsible for turning in my assignments on time and making sure that all my assets were importable without any glitches or flaws. This was my first quarter of GameWizards and before this, I had no experience with Photoshop, using the UVW features in 3DSMax, and I had never touched the Unreal Editor. This project introduced me to working with others in a team and I love it greatly.

Detox marked the very first "Next-Gen" project that GameWizards had done and it set the standard for all future projects such as Aftermath and Killing Time to match and beat.




Generator






The Generator is located inside of a spiralling tower room with a circuit board at the top floor. When you activate the switch, the entire tower floods, killing anyone standing at the lower levels.

When these assets were given to me, I had no idea that I just created the main showpiece and all the walls and floors to the Generator room. It was a great surprise for me to see the level completed.

It's also featured as the title-card for the GameWizards site and it was these assets that got me the Vehicle Lead position in Aftermath.

Hallway




This is the main hallway used in the Death Match map for Detox. Again, I was surprised to see my asset everywhere on the map.

This asset comes in 3 modular versions, all using the same texture pages: a straight portion, a sloped ramp portion, and a 90 degree Curved portion.

These were usually short little danger-zones that forced the player to rush as quickly as possible through them as they provided no cover from gun fire.

Operation Table





Ah, my first asset I've ever made for GameWizards.

Prisoners are strapped to the bed with large thick straps. The bed itself acts as a very uncomfortable operation table or, when turned over, instant cover for the Gears of War engine's cover system.

This was my first experience with normal maps and creating hi-tech designs. Much could have been improved with this asset and I know that, but for sentimental reasons, this is one of my personal favorites; not for the asset itself, but for the very stressful, painfully overwhelming lessons that it taught me. After this asset, all other models were easier.


Counters




These are steel counters that act as cover and as an asset holder. This asset comes in 3 different modular pieces: a main sink, a solid counter, and a corner piece that joined the counters together at a 90 degree angle.

When I first got the concept art for this asset, the model was originally a very large, bulky box. For a few days, everytime someone saw my finished asset, they all said "Hey, nice washer machine."

I asked my lead for permission, then cut the middle part inwards to create a much leaner appearance. Instantly, the asset became counters and a sink.

They are used extensively in the infirmary and quite a few assets were placed on them to decorate the level.

Railing





Another one of my assets that became a major modular piece for the map. This asset was given to me as a "Please build it ASAP."

When I completed the asset, they told me that they looked really flimsy.

The individual parts of the asset were then broken apart and put back together to create the main support beam.

I feel it adds a lot to the structural integrity and it uses the same textures!

Screenshots