Deadpool

This game is due for release in 2013.

Please visit the following link for more information!

http://deadpoolgame.com/

 

 

 


The Earth

 

Starscream! Flying high above the Himalayas, Starscream chases down Stratosphere. I was responsible for creating all the background art and lighting apart from the tech behind the sem-volumetric clouds below Starscream - they were from the programming team.

 

Starscream! Flying high above the Himalayas, Starscream chases down Stratosphere. I was responsible for creating all the background art and lighting apart from the tech behind the sem-volumetric clouds below Starscream - they were from the programming team.

 

Shockwave's Lair. Here Shockwave has been cryogenically frozen, and I had to visualize and create the scene based in an old Russian military base. All of the encrusted 'ice walls' were interp-actors that were destroyed as Shockwave and the 'Driller' (seen frozen to the right) awoke.

 

Shockwave's Lair. Here the Driller has awoken and continues to destroy the technology keeping itself and Shockwave frozen. All artwork (except Shockwave, Optimus and the Driller - and the FX) was created by me.

 

Shockwave's Lair. Here is Shockwave's platform designed and designed, modeled and textured by me to house Shockwave during cryo stasis.

 

 

A shot of Shockwave havign fallen into Shockwaves Lair within the Russian military base. All the hardware in this chamber was 'meshpainted' to be frozen and defrosts as Shockwave awakens from cryo stasis. Models and textures (apart from Optimus) by me.

 

Shockwave's Lair. Command chambers lining the cryo chamber with walls heavily frozen. These defrost (through meshpainted materials that are faded out using Matinee) as Shockwave and the Driller awaken.

 

Transformers: War For Cybertron

 

 

Iacon - home of the Autobots: I conceived the idea of a vista overlooking Iacon visualizing the grandeur of the Transformer architecture. The assets are a combination of mine and several other artists, but the biggest task was mine to assemble and fit the view into memory, as the player rides an elevator down to ground level in real time.

 

Another vista of Iacon conceived by myself but using a variety of artist's assets. To the right of the shot are a series of tunnels modeled and textured by myself to enable the Transformers to navigate through the city.

 

A third vista of Iacon, again using mine and various artists assets.

 

Cybertronian (Autobot) architecture modeled and textured by myself.

 

 

Cybertronian (Autobot) architecture modeled and textured by myself.

An early rendition of Cybertron, built and textured by me as a test to see if the model could be used in the front-end of the game. This isn't the final in-game asset.

 

 

 

The construction site: I was soley responsible for modeling, texturing and assembling the entire construction site, including the flyover. The props - bricks and vehicle were by the props team.

 

 

 

 

 

 


 

Arkham Asylum - concept for a cinematic. Designed, modeled and textured by Damon.

 

The refinery - concept for a level. Modeled and textured by Damon.

 

Deep One garden - Concept for the caverns underneath the town of Innsmouth.

 

Concept for the Shoggoth (unused in the final production)