Tuesday, July 28, 2015

Go Right....

So August 3rd marks my final day at Retro Studios. It is a bittersweet thought, I have learned and grown so much at Retro. Ultimately the decision to leave stems from my career goals as an individual and what I want to eventually achieve one day. The only way to do that is to seek out new challenges and continue to push myself in new ways.

So where do I go next? Well I am happy and proud to say I'll be joining Bioware Austin as a Senior Environment Artist. I am excited for the work I'll be doing there, and the challenges that I will face.

I leave Retro Studios with much love and respect. I know the next game they release will be nothing but the utmost in quality. I can't wait to see it as a fan removed from the day to day of development. I am very proud of the work I have done at Retro and Nintendo and I remain a staunch fan!

Change is exciting
Change is scary
Change is necessary to grow

Friday, July 10, 2015

Take me to church...

I started this scene LAST YEAR! I had every intention of taking it all the way to completion (textured in Unreal 4). However given the time lapse, I am sick of this scene and the last thing I need in my portfolio is another "Ruin" I'm starting on a Sci-Fi scene I'm pretty excited about so stay tuned for that.

Thursday, June 4, 2015


The last time I updated my page layout for my portfolio pieces was back in 2008-2009 I think. So I decided to spruce things up a bit. Instead of having a template and putting all of my pieces onto that. I'm going to customize page towards the specifics of that particular piece. This is my first one.

Friday, May 29, 2015


I found a really great series of videos on Gum Road by Erik Jakobsen https://gumroad.com/erikjakobsen_art I loved the concept and look. I never made a full hero piece in zbrush before (just props and individual elements). This was a great way to see a different workflow, learn some new techniques and create a pretty cool piece. I recommend checking out the video.

Monday, April 13, 2015

May the good blood guide you...

Whew! I'm calling this one done! This marks the first personal piece that I've taken to completion in a long while and now I remember why! It was a lot of work! Still tons more I could do too. More variation in the textures for one, more vegetation (definitely more than one tree like there is now) Overall though I'm happy with it. I learned a ton about Unreal Engine 4 while working on this. Learned a few new zbrush tricks, and some texture tricks as well.

Overall though what this project taught me the most about is ambition. I realized that most of my portfolio is large scale pieces. Very ambitious environments. That's all well and good but it's easy to get burnt out on large projects like this. In the future I think I am going to focus on smaller scale vignettes, and props. I'd rather do a REALLY well executed piece and have it stand on it's own.

Anyway that's enough musing from me! Back to playing Bloodborne!!!!

Wednesday, January 28, 2015

First Post of 2015!

Some new work I've been jamming on in my spare time. It's based off of a structure in Portugal.

Still needs a lot of texture work, mostly blends and moss touch-ups.

I am also in the process of expanding the scene.

Wednesday, October 15, 2014

"Pa-Pa-Pa-Paper, please!"

I decided to jump feet first into Unreal Engine 4, so I came up with a small scene. I have no real world, and little sci-fi art in my portfolio so I went with a quai-futuristic bathroom. Not the most exciting of subjects but it allowed me to focus, and easily find reference for surfaces and scale. This was a way more difficult exercise than I thought it would be but I learned TONS about UE4, Quixel Suite, and PBR materials. There are definitely things I can improve but after 2 weeks I'm ready to move on.