Monday 27 August 2007

game-developments


HUMANSOFT RT
(2005)

'Cinderella's Dollhouse 2'
Humansoft called me for this project when the deadline came rabidly, to make variable objects for the game's pink fluffy environment. The models were hi-res, up to 1mil triangles per scene.

Also my task was the texturing, the material setup and the final rendering. Two scene was mine exclusively from the eight, but I participated in all scenes as well. The main program we used was Discreet's Max7, the game was released on PC.

Disney's design team gave us green light to bloom our ideas, so design and concept-arts joined the list of jobs. Our teamwork was great, and the publisher was pretty excited that not just we could manage to finish in the very short development time, but the game became very nice as well, perfectly fitting in the strictly built up world of Disney-games.


After the upper project finally gone to gold, I took part in spicing up 'Paws' Garfield' game, which planned to run on Nintendo DS. I made decorative world objects and power-ups.

Ultra-low poly modeling, less than 60 triangles for the objects, 16x16 textures and smart uv-editing was needed, optimized for the hardware`s capabilities.
Max6 was used in the project with the Nitro devtool for testing.


APPALOOSA INTERACTIVE
(2004-2005)

JAWS Unleashed /Majesco/.
I have been hired as a texture artist, but from the first time been assigned with modeling and texturing of the more challenging game objects like realistic ships, underwater robots, characters) based on concept arts. The game's main platform was aimed to be Playstation 2, so keeping the vertex-number and texture size as low as possible was crucial.

In this project I focused mainly on accurate and fast low-poly modeling, researched useful memory-saving and fps-boosting tricks and also solved the compatibility issues within the developing tools.


Also I had the chance to design the underwater "robot enemy" family (planned from reusable modules to save console memory), it became a great success.


MITHIS ENTERTAINMENT
(2004)

'Creature Conflict - The Clan Wars' /Cenega/
- Texture-design for the game, including Desert World objects and most of the weapons
- Developing a skill to make creative low-resolution textures for objects with low-polygon counts
- Using a series of 3D programs (with software from Alias/Wavefront Maya to Softimage XSI) for editing lowpoly models



'Battlestations Midway' /Eidos/
- Shading high-polygonal models, mostly WW2 era Japanese warships


CLEVERS GAMES
(2001-2003)

- Texture-design for the 'Terminator 3 - War of The Machines' /Atari/ PC-game, including the major characters, weapons and buildings


- Level design of the autumn track of the 'Cabela's Offroad Adventure 4x4 Second Edition' /Activision/, and textures for various objects.


- Level design and texture design for other arcade style racing games
- User-interface design for developer tools, like Tequilator, the lightmap-visualizer